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OFFICIAL GAME GUIL 


BASED ON A GAME 
RATED BY THE 


Prima is an authorized 

Electronic Arts licensee. 







■Ail 

1 Hi V -- 





J 






BATTLEFIELD 


PRIMH Official Gome Guide 

Written bi| ^ 

David Knight 


> 


PflIMA 

K I I I I 


Prima Games 

A Division of Random House, Inc. 

www.primagames.com 

The Prima Games logo is a registered trademark of Random House, Inc., 
registered in the United States and other countries. Primagames.com is 
a registered trademark of Random House, Inc., registered in the United 
States. Prima Games is a division of Random House, Inc. 


© 2006 Digital Illusions CE AB. All rights reserved. Battlefield 2142 is a trademark 
of Digital Illusions CE AB. Electronic Arts, E A and the EA logo are trademarks or 
registered trademarks of Electronic Arts Inc. in the U.S. and/or other countries. All 
other trademarks are the property of their respective owners. EA™ is an Electronic 
Arts™ brand. 

No part of this book may be reproduced or transmitted in any form or by any 
means, electronic or mechanical, including photocopying, recording, or by any 
information storage or retrieval system without written permission from Electronic 
Arts Inc. 

Product Manager: Todd Manning 
Editor: Rebecca Chastain 

Design & Layout: Scott Watanabe, Jody Seltzer, Bryan Neff 

Please be advised that the ESRB Ratings icons, “EC”, “E”, “E10+”, “T”, “M”, 
“AO”, and “RP” are trademarks owned by the Entertainment Software Association, 
and may only be used with their permission and authority. For information 
regarding whether a product has been rated by the ESRB, please visit www. 
esrb.org. For permission to use the Ratings icons, please contact the ESA at 
esrblicenseinfo.com. 

Important: 

Prima Games has made every effort to determine that the information contained in 
this book is accurate. However, the publisher makes no warranty, either expressed 
or implied, as to the accuracy, effectiveness, or completeness of the material in this 
book; nor does the publisher assume liability for damages, either incidental or 
consequential, that may result from using the information in this book. The publisher 
cannot provide any additional information or support regarding gameplay, hints and 
strategies, or problems with hardware or software. Such questions should be directed 
to the support numbers provided by the game and/or device manufacturers as set 
forth in their documentation. Some game tricks require precise timing and may 
require repeated attempts before the desired result is achieved. 

ISBN: 0-7615-5391-6 

Library of Congress Catalog Card Number: 2006904293 
Printed in the United States of America 

06 07 08 09 GG 10 9 8 7 6 5 4 3 2 1 

David Knight has been an avid gamer since the days of the Atari 2600 
and Commodore 64. His first foray into the gaming industry came 
in 1995, as a scenario designer for SSI’s WWH strategy game Steel 
Panthers. As online gaming communities sprung up across the Web, 

David lent his enthusiasm and design skills to many fan sites. In 1998 
he co-founded and co-hosted Game Waves, a weekly webcast featuring industry news 
and game reviews. David’s involvement with Prima Games began in the late 90s as a 
technical editor. After co-authoring a couple of guides with his brother Michael, David 
authored his first solo game guide in 2002 for Rollercoaster Tycoon 2. Since then he’s 
written more than a dozen guides for Prima Games, including books for Battlefield 
1942 , Star Wars Battlefront , and SWAT 4. 

We want to hear from you! E-mail comments and feedback to 
dknight@primagames.com. 




V 

l 


m 

W 


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copying or downloading expressly prohibited. 


22nd-Century Warfare 4 

The Future of War 4 

What’s New? 4 

BFHQ 4 

Buddy List 5 

Movement Fundamentals 5 

Sprinting 5 

Swimming 6 

Parachuting 6 

Navigation 6 

Weapons Training 6 

Knife 6 

Firearms 7 

Specialized Weapons 8 

Game Modes 8 

Conquest 8 

Titan Mode 9 

Scoring 10 

Scoreboard 11 

Persistence 12 

Extended Play 12 

Battle Recorder 12 

Mods 12 

Online Resources 12 

Infantry 13 

Body Armor 13 

Weapon Damage 13 

Recon 14 

EU Recon 14 

PAC Recon 14 

Recon Unlocks: Branch A 14 

Recon Unlocks: Branch B 15 

Recon Tactics 17 

Assault 17 

EU Assault 17 

PAC Assault 17 

Specialized Equipment: MHUB-21 18 

Assault Unlocks: Branch A 18 

Assault Unlocks: Branch B 19 

Assault Tactics 20 

Engineer 20 

EU Engineer 20 

PAC Engineer 21 

Specialized Equipment: H0FF-3000 21 

Engineer Unlocks: Branch A 21 

Engineer Unlocks: Branch B 22 

Engineer Tactics 24 

Support 24 

EU Support 24 

PAC Support 24 

Specialized Equipment: AHUB-31 25 

Support Unlocks: Branch A 25 

Support Unlocks: Branch B 26 

Support Tactics 27 

Player Ability Unlocks 27 

Unlock 1: FRG-1 Grenade 27 

Unlock 2: Sprintcor 20 Enhanced Endurance. .28 
Unlock 3: Staminar 9 Recovery System 28 


Unlock 4: MaxClip 28 

Unlock 5: Extra Grenade 28 

Squad Leader Unlocks 28 

Unlock 1: SLSB 28 

Unlock 2: RD-4 Otus 28 

Unlock 3: SD-8 Accipiter 29 

Standard-Issue Infantry Equipment 29 

BJ-2 Combat Knife 29 

Pistols 29 

Fixed Weapons 30 

Railgun 30 

AA Turret 30 

Vehicles 31 

Driver Training 31 

Active Defense 31 

Fast-Attack Vehicles (FAllsl 31 

MK-15 Bandit 31 

UAZ-8 Ocelot 32 

FAV Tactics 32 

FAV Weaknesses 32 

Armored Personnel Carriers (APCs) 32 

AVM-2 Groundhog 32 

BTR-4 Romanov 33 

APC Tactics 33 

APC Weaknesses 33 

Tanks 34 

A8 Tiger 34 

Type 32 Nekomata 34 

Tank Tactics 35 

Tank Weaknesses 35 

Battle Walkers 35 

L-5 Riesig 35 

T-39 Bogatyr 35 

Battle Walker Tactics 36 

Battle Walker Weaknesses 36 

Air Power: Flight School 36 

Flying with the Keyboard 36 

Joystick Setup 37 

Flying with the Joystick 38 

Gunships 38 

Air Transports 39 

Titans 40 

Type 2 Titan 41 


Titan Weaknesses 

Titan Tour 

jam Play 

Communication 

41 

41 

44 

44 

VoIP 

44 

Chat 

44 

Commo Rose 

45 

The Chain of Command 

45 

Commander 

45 

Squad Leader 

48 

Squad Member 

50 

Lone Wolf 

50 


Team Logistics 51 

Team Strategy 52 


Conquest Head-On 52 

Conquest Double Assault 52 

Conquest Assault 52 

Titan Mode 53 

Belgrade 54 

Conquest: 16 Player 54 

Conquest: 32 Player 55 

Bases & Control Points 56 

PAC BASE 56 

Pond 56 

Ruin 57 

Statue 57 

Com Tower 58 

Playground 58 

Monorail 59 

EU Base 59 

Map Features 60 

Choke Points 60 

Logistical Considerations 60 

Belgrade Tester Tips 61 

Strategy 61 

Key Control Points 61 

Camp Gibraltar 62 

Conquest: 16 Player 62 

Conquest: 32 Player 63 

Bases & Control Points 64 

PAC Base 64 

Harbor 64 

Toll Station 65 

Central Camp 65 

Ruins 66 

EU Base 66 

Map Features 67 

Key Choke Points 67 

Logistical Considerations 67 

Camp Gibraltar Tester Tips 68 

Strategy 68 

Key Control Points 68 

Cerbere Landing 69 

Conquest: 16 Player 69 

Conquest: 32 Player 70 

Bases & Control Points 71 

Command Center 71 

Roadblock Area 71 

Church 72 

Town Center 72 

South Offices 73 

Office Ruins 73 

Harbor 74 

Map Features 74 

Key Chokepoints 75 

Logistical Considerations 75 

Cerbere Landing Tester Tips 76 

Strategy 76 

Key Control Points 76 

Fall of Berlin 77 

Conquest: 16 Player 77 

Conquest: 32 Player 78 



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Bases & Control Points 79 

Outpost 79 

Square 79 

Roadblock 80 

Crossroads 80 

Streets 81 

Map Features 81 

Key Choke Points 81 

Logistical Considerations 82 

Fall of Berlin Tester lips 83 

Strategy 83 

Key Control Points 83 

Minsk 84 

Conquest: 16 Player 84 

Conquest: 32 Player 85 

Conquest: 64 Player 86 

i & Control Points 87 


Silo 5 108 

PAC Camp & PAC Titan 109 

Map Features 109 

Key Choke Points 109 

Logistical Considerations 109 

Shuhia Taiba Tester Tips 110 

Conquest/Titan Strategy 110 

Key Control Points/Silos 110 

Sidi Power Plant Ill 

Conquest: 16 Player Ill 

Conquest: 32 Player 112 

Conquest: 64 Player 113 

Bases & Control Points 114 

Main Gate 114 

Power Generator 114 

Harbor 115 

Offices 115 


Conquest/Titan Strategy 136 

Key Control Points/Silos 136 

Tunis Harbor 137 

Conquest: 16 Player 137 

Conquest: 32 Player 138 

Bases & Control Points 139 

Outer Docks 139 

Docks Office 139 

Bridge 140 

Lifting Quarters 140 

Main Office 141 

Eastern Docks 141 

Power Station 142 

Junkyard 142 

Inner Docks 143 

Map Features 143 

Key Choke Points 144 


Ghost Town 

87 

Warehouses 

117 

Tunis Harbor Tester Tips 

145 

Roadblock 

88 

Communications 

117 

Strategy 

145 

Monument Compound 

88 

Military Outpost 

118 

Key Control Points 

145 

South Outpost 

89 

Mountain Pass 

118 

Verdun 

146 

Hill 

90 

Titan Mode 

119 

Conquest: 16 Player 

146 

Front Line 

90 

Bases & Silos 

120 

Conquest: 32 Player 

147 

PAC Camp 

91 

Main Gate & EU Titan 

120 

Conquest: 64 Player 

148 

Titan Mode 

92 

Silo 1 

120 

Bases & Control Points 

149 


i & Silos 93 

EU Headquarters & EU Titan 93 

Silo 1 93 

Silo 2 94 

Silo 3 94 

Silo 4 94 

Silo 5 94 

PAC Camp 95 

Map Features 95 

Key Choke Points 95 

Logistical Considerations 96 

Minsk Tester Tips 96 

Conquest Strategy 96 

Titan Strategy 96 

Key Control Points/Silos 97 

Shuhia Taiba 98 

Conquest: 16 Player 98 

Conquest: 32 Player 99 

Conquest: 64 Player 100 

Bases & Control Points 101 

EU Military Base 101 

Storage Area 101 

West Mountain Pass 102 

Freezers 102 

Central Base 103 

Office 104 

East Mountain Pass 104 

Supply Base 105 

PAC Camp 105 

Titan Mode 106 

Bases & Silos 107 

EU Military Base & EU Titan 107 


Silo 2.. 
Silo 3.. 
Silo 4.. 
Silo 5.. 


..121 

..121 

..121 

..121 


Silo 1.. 
Silo 2.. 
Silo 3.. 
Silo 4.. 


Mountain Pass 122 

Map Features 122 

Key Choke Points 122 

Logistical Considerations 122 

Sidi Power Plant Tester Tips 123 

Conquest/Titan Strategy 123 

Key Control Points/Silos 123 

Suez Canal 124 

Conquest: 16 Player 124 

Conquest: 32 Player 125 

Conquest: 64 Player 126 

Bases & Control Points 127 

Refugee Camp 127 

Inner Bridge Lock 127 

Outer Bridge Lock 128 

Trash Dump 128 

Dry Lake 129 

Oil Station 130 

Outpost 130 

Military Base 131 

Titan Mode 132 

Bases & Silos 133 

Inner Bridge Lock & EU Titan 133 

Silo 1 133 

Silo 2 133 

Silo 3 133 

Silo 4 134 

Silo 5 134 

Military Base 134 

Map Features 135 

Key Choke Points 135 

Logistical Considerations 135 

Suez Canal Tester Tips 136 


Mansion 149 

Western Farm 149 

Valley Farm 150 

Guard Gate 151 

Western Outskirts 151 

Church 152 

Eastern Outskirts 152 

Glacier Rim 153 

Hillside Farm 153 

Eastern Farm 154 

Military Camp 154 

Titan Mode 155 

Bases & Silos 156 

Mansion & EU Titan 156 

Silo 1 156 

Silo 2 156 

Silo 3 157 

Silo 4 157 

Silo 5 157 

Military Camp 158 

Map Features 158 

Key Choke Points 158 

Logistical Considerations 159 

Verdun Tester Tips 1 59 

Strategy 159 

Key Control Points/Silos 159 

Appendix A: Ranks 161 

Appendix B: Awards 163 

Medals 163 

Badges 165 

Ribbons 169 

Pins 171 

Art Gallery 172 

Acknowledgements 174 j 




■ ** 





EF 


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copying or downloading expressly prohibited. 


4>.IND' 


In 2106, the world froze. After a hundred years of debate 
and dissension, the world’s governments were forced to 
face the reality of global warming — the next Ice Age had 
arrived. 

As snow and storms swept down from the north, living 
space and resources were swallowed by the encroaching 
ice and a frantic battle for survival began across the globe. 
Small-scale conflicts bloomed into major confrontations, as 
desperate nations united to form new superpowers — the 
European-led EU forces and Russo-Asian PAC army. With 
the formation of these coalitions came the consolidation 
of brains and resources needed to develop deadly new 
battlefront technologies: the Titans, vast dreadnoughts 
with the colossal destructive power to dominate the skies, 
and lethal, armored battle walkers, designed to outpace 
and outgun infantry. 

Now, in the year 2142, these advances have forever 
changed the face of war — but its purpose remains the 
same: absolute destruction of the enemy. 

WHAT’S NEW? 

Welcome to Battlefield 2142. With glaciers encroaching 
on much of Asia and Europe, the EU and PAC face off in 
epic battles, attempting to gain a foothold on the earth’s 
remaining inhabitable land. But don’t let the futuristic 
setting and new technologies intimidate you. The game 
plays much like its predecessors, allowing veterans from 
Wake Island, Khe Sahn, or Karkand to feel at home. 

While the addictive Battlefield gameplay has remained 
ntouched, there are many new features that affect tactics 
nd strategy. Here are a few of the new additions you 
should familiarize yourself with before lacing up your boots: 

• Titan Mode: Destroy the enemy's Titan before it destroys yours! Titan mode is a neui. fast- 
paced game mode that tabes teamuiorh to a whole neui level. 

• Battle Walkers: These massive mechanized walhers chew up infantry and armor at close 
range, but they're far from invincible. Exploit their weahnesses to blast them off the 
battlefield. 

• EMP Weapons: Some infantry and vehicles are now equipped with EMP munitions that 
temporarily disable vehicles and scramble soldiers' HDDs. Use these weapons to even the 
odds when facing superior armor and prepower. 

• Unlochs & Kit Customization: There are now a total of 40 unlochs! These are earned through 
promotions and allow players to customize their hits with new weapons and equipment, 
lihe the B12 Enforcer sentry gun or IT-33 optical camouflage. 

• Buddy List: Find which servers your friends are playing on and join them or send them 
messages. 


So what are you waiting for? Gather your gear! Before 
stepping out onto the battlefield, take a few minutes to 
read over the next few sections. Even if you’re a grizzled 
Battlefield veteran, the following information is a good 
refresher course. Who knows? It might even save your life. 


When you first start the 
game, you’re prompted 
to create or retrieve an 
EA account. If you already 
have an EA account, 
simply enter the account 
name and password in 
the appropriate fields on 
the first screen to login. 

Otherwise, click “Create 
New Account.” Once you 
have logged into your EA account, you can create a soldier name 
by clicking “Create New Solider” on the Your Soldiers menu. 

All solider names must be unique, so you can’t choose a name 
already in use by another player. However, you can have multiple 
soldiers per EA account, requiring only one login to select from 
your list of soldiers. New to Battlefield 2142 is the “Clan Tag” 
option at the top of the soldier menu. If you’re in a clan, simply 
type your clan tag (a maximum of eight characters) into this field 
and the tag will appear in front of your solider name in the game. 
This field can be changed whenever selecting a soldier, making 
it easy to edit or update clan affiliations for your various soldier 
profiles. Each soldier profile tracks of all of your game play stats. 
These stats determine your rank as well as your eligibility for any 
rewards or kit unlocks when playing on ranked servers. 

To take a look at your stats, click the BFHQ button in the 
main menu. The first section is Your Stats. Here you can 
get the basics, such as your career points, score, and time 
played, all shown in line graph. For more detailed information, 
click on the Details tab. The Details screen lists practically 
everything you’ve ever done in every online game you’ve played 
on ranked servers. Included are statistics on your most-played 
kits, vehicles, weapons, maps, and nationalities — it even logs, 
down to the second, how long you’ve played each! All your 
teamwork and combat stats are listed here, too. 

The Unlocks screen is where you can browse player 
abilities, unlockable equipment for each kit, and squad leader 
unlocks. You can also select unlocks here by clicking a piece 
of equipment and pressing the Choose Unlock button in the 
bottom-left corner of the screen. But make your selection 
carefully. Unlocks are awarded with promotions, and they’re 
not easily achieved after the first few ranks. 

Next is the Awards screen, showing medals, badges, 
ribbons, and pins. In addition to seeing which awards you’ve 
earned, you can browse items you haven’t earned yet. Click 













It's possible to move oihile peering through gour weapon's iron sight or scope, but pur 
movement is reduced to a slow wall; 


Be careful where gou tahe cover. High-caliber rounds can penetrate light objects lihe 
flimsg sheets of metal. For the best protection, tahe cover behind heavg. solid objects of 
concrete or stone. 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

on the grayed-out awards to study the requirements. Many 
awards have multiple requirements, some of which you 
may have already fulfilled. Check up on the Awards section 
periodically to see how close you are to achieving new honors. 

Last is the Leaderboards screen, where you can 
track your statistics against everyone else in the online 
community. You can sort data by scores, kits, vehicles, and 
even individual kit equipment. Click the button on the right 
side of the screen next to any player’s name to bring up a 
new window showing the selected player’s stats in a side-by- 
side comparison with yours. 

BU©P¥ LIST 

The buddy list, new to Battlefield 2142, allows you to send 
messages and find out which servers your friends are 
playing on. You can find this list in the bottom-left corner 
of the start screen after you log in. To add a friend to the 
buddy list, type the soldier’s name in the Search Buddy 
field. Before you can add the name to your list, your friend 
must approve the request. 

Once the names are added, you can see whether your 
friends are Online or Offline, indicated by the two list 
headers. If they’re online, click the right arrow icon next to 
their names to open the server list, automatically identifying 
which servers your friends are playing on. Click the speech 
bubble icon next to a name to send that friend a message. 

The buddy list is a great tool for clans and individual 
players because they broaden the sense of community. If you 
find a good group of players who work together, add them to 
your buddy list and replicate your success in future battles. 


Before Battlefield 2142 was released, veterans were 
allowed to reserve their Battlefield 2 soldier name at the 
official Battlefield Web site. By registering the name early, 
they gained access to a new verbal taunt when playing 
Battlefield 2. Plus, upon starting Battlefield 2142 veterans 
receive an automatic promotion and unlock. 

In-game, these players have a “2” icon next to their 
names, indicating they’re veterans. Be careful around 
these guys, because they know what they’re doing — and we 
don’t take kindly to know-it-all noobs! 


Moving your soldier 
around the battlefield 
is simple, especially if 
you’ve played the earlier 
installments or any other 
first-person shooter. The 
standard combination 
of keyboard and mouse 
controls allow for quick 
and precise movement. 

All movement is 
controlled by your left hand, using (w) to move forward, (s) to 
, and [a] and [d] to strafe left and right. 


SPRINTING 

As in Battlefield 2, the 
sprinting function allows 
your solider to run at 
high speed by either 
holding down [Shift] while 
moving forward or by 
simply double-tapping 
(w). Sprinting can 
make your soldier a bit 
tougher to hit, especially 
if an enemy sniper has 
you in his sights. It also increases the distance your soldier 
can jump, so get a running start before leaping across large 
gaps. While sprinting, your soldier won’t be able to fire a 
weapon, but can reload it. 

Each soldier has a sprint meter, just below the health 
meter. The meter drops every time the soldier sprints 
(or jumps) and does not regenerate until the soldier stops to 
rest. Soldiers equipped with heavy body armor (the default) 
have shorter sprint durations due to the weight of their gear. 


22NP~CENTtJRY WARFARE 

— 


Jumping is achieved by pressing [Spacebar] , and is useful 
for hopping over short barriers like sandbags and low walls. 
The mouse is used to change directional facing, as well as 
to aim and fire weapons. It’s possible, using the mouse and 
strafe keys, to move laterally in one direction while aiming in 
a different direction. This form of strafing is useful in close- 
combat situations because it helps you evade incoming fire. 


In addition to standing upright, your soldier can also 
crouch [ [ Ctrl ] ) or drop prone ([z]). While crouched, your 
soldier can duck behind low objects for cover. It’s possible 
to move while crouched, but speed is reduced. Dropping 
prone is the best way to stay out of sight and evade 
incoming gunfire when there’s no cover available. 

Crawling on your belly is the slowest way to move around, 
but it’s also the stealthiest form of movement. Recon 
troops equipped with sniper rifles should always stay as 
low as possible to avoid being detected. The crouched and 
prone stances also improve the accuracy of firearms. We’ll 
discuss the importance of these stances a bit more in the 
“Weapons Training” section, later in this chapter. 








SWIMMING 

If you find yourself 
in deep water, you 
can swim using the 
forward and backward 
movement keys — you 
can’t strafe. While 
swimming, you cannot 
access your kit’s 
weapons. You can 
sprint, however, which 
allows you to swim to 
shore faster. Avoid swimming whenever possible, because 
it leaves you out in the open with no way to defend yourself. 
If you must cross a river or other body of water, look for 
shallow areas. 


Bathe walkers can cross deep spans of water without taking damage. In maps like Tunis 
Harbor, swimming infantrg and battle walkers can use their aquatic abilities to attack 
from unexpected directions. 


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copying or downloading expressly prohibited. 


Regardless of map 
size, you need some 
rudimentary navigational 
skills to find your way 
around. First, there’s a 
mini-map in the upper 
right-hand corner of the 
screen. At the center 
of the map is a yellow 
vector. You are always 
in the center of the 
mini-map and the vector shows which way you are facing, 
with north at the top of the mini-map. The mini-map lets 
you see your surroundings, the location of control points, 
and any nearby friendly troops. Your troops appear as blue, 
squad members are dark green, and enemy units appear as 
red — no matter whether you are playing as the EU or PAC. 

Squad leader orders show up on the map as icons — 
these same icons are superimposed on the HUD, showing 
you where the squad leader wants you to go. You can 
cycle through three zoom levels for the mini-map by 
pressing (n). For an expanded view of the map, press (m). 
This shows you the whole battlefield and the position of all 
your friendly units. 

Pressing [n] cycles through zoom levels for this larger 
map. Use the larger map to check the overall status of 
the battle. The fog of war is in effect on all the maps, so 
you will not see the location of enemies unless they are 
detected by a UAV or NetBat™ device, or their position is 
relayed through the Network Battlefield System. 

Unoccupied vehicles, commander’s stations, and AA 
turrets appear as gray icons; railguns are black. You can 
also toggle flag icons to appear on your HUD to show you 
the direction to and distance of the control points and silos. 
Press [Aitl to toggle these icons on and off as needed. 


For the most part, the weapons in Battlefield 2142 
function the same way as they did in the previous games. 
But there are some slight variations worth taking note of. 
Let’s take a brief look at each weapon type. 

KNIFE 

Knife combat is 
more pronounced in 
Battlefield 2142 than 
in the earlier games. 
Scoring a knife kill 
allows you to take your 
victim’s dog tags as a 
trophy. All collected dog 
tags are visible within 
BFHQ, displaying your 


PARACHUTING 

Assault pods are now 
used when ejecting 
from an aircraft, 
but parachutes are 
still available to all 
infantry, and are useful 
when hopping off tall 
buildings or other 
high structures. Avoid 
[cratering into the 
ground by deploying 
[your parachute with [ Spacebar ) . 

During the descent, steer the parachute by using the 
strafe keys [(a) and (d)) to turn left and right. Press (s) to 
cause the parachute to flare, reducing forward momentum. 
You can use your troop kit’s weapons while drifting 
downward, but your accuracy won’t be that great. At high 
altitudes, try dropping grenades or demo packs on enemy 
infantry below, but make sure they explode long before you 
reach the ground. 

Parachutes can be used multiple times, so don’t worry 
if it takes a few jumps to descend a deep canyon or multi- 
tiered structure. The longer you’re in the air, though, the 
more attention you’re likely to attract. For this reason, 
freefall as long as possible and open the parachute just 
before you reach the ground. This is a great way to sneak 
into enemy-held control points. 







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copying or downloading expressly prohibited. 

proficiency with the knife. Your own dog tags may appear in 
the collections of other players too, assuming they’ve been 
lucky enough to stab you. 

As usual, the knife kills in one hit, but can be used only at 
extremely close range, so use it sparingly, preferably when 
your intended victim hasn’t spotted you. Try rushing in 
close for a quick stab when your opponent is attempting to 
reload a firearm. It works best, however, when sneaking up 
behind enemies for a quick, stealthy kill. Use the new active 
camouflage unlock to sneak around enemies, then equip 
your knife when directly behind them. 

The idea of a knife fight may seem silly in a game loaded 
with so many projectile weapons, but it’s something you 
should prepare for. The best way to defend against a 
knife attack is by strafing left and right while continually 
facing your opponent. If holding a knife, look for your 
own opportunities to strike, lunging forward to stab 
and immediately stepping back to avoid the inevitable 
counterthrust. 

Depending on the skill of the combatants, knife fights 
can last anywhere from a couple of seconds to more than 
a minute. But you’re better off blasting knife attackers with 
your firearm. You’ll have plenty of opportunities to score 
easy kills on opponents hungry for dog tags. 

FIREARMS 

A number of firearms 
are available to infantry, 
and they all function 
similarly. Aiming your 
weapon is as simple 
as moving the mouse. 
Place the aim reticule 
over your target and 
click the left mouse 
button to fire. For 
more precise aim and 
accuracy, click the right mouse button to switch to the 
weapon’s sight view. If the firearm is equipped with a scope, 
this brings up the scope’s view. 

Most of the weapons are equipped with a magnified 
red-dot sight. Simply place the dot over the target and 
fire. On the pistols, the rear and front sighting apertures 
are automatically aligned, so all you have to do is place 
the tip of the front sight post over your target and fire. If 
you hit an enemy, the aiming reticule will “bloom” subtly. 

Use this hit information to place your following rounds in 
approximately the same area. 


Hit Boxes & Damage 


Hit Box 


Head 

2X Domooe 

2X Domooe 

Torso 

-307- Damaae 

Standard Domooe 

Limbs 

1/2 Domooe 

1/2 Domooe 


Each solider has three general hit boxes, each registering 
different damage when struck by a bullet. Scoring a head 
shot does the most damage, but an opponent’s head is 
much smaller than his torso and difficult to hit unless using 
a sniper rifle. For best results, aim for center mass, at an 
opponent’s torso. This does substantial damage. It’s the 
largest hit box, making it easier to hit, but it’s also the 
only hit box protected by heavy body armor, reducing the 
damage of each bullet strike by 30 percent. 

Arms and legs register damage too, but single hits to 
these non-critical areas are never life-threatening. Multiple 
hits add up, though, so don’t shy away from unloading a 
magazine into an opponent’s foot if it’s all you can see. For 
detailed information on weapon damage, including stats for 
each firearm, see the next chapter. 


Snipers do not hove o crosshairs icon on their HUD mhen their sniper rifle is selected, 
ond connot occorotelij oim their ineopon until theij peer through the scope viein bg 
right-cliching. This con be inconvenient ond dongerous mhen engoging enemies ot close 
range, os the magnification of the scope con be disorienting ond peripheral vision is 
reduced. Snipers should move around uiith their pistols dramn. using the sniper rifle onlg 
mhen theg find a good hiding spot. 


Some of the weapons in the game have two separate 
firing modes: automatic and semiautomatic. You can toggle 
the firing modes by pressing [ 3 ], the same key used to 
select a kit’s primary weapon. The selected fire mode is 
indicated by the bullet icons above the ammo meter — one 
bullet indicates semi auto and five bullets represent full 
auto. Automatic fire is useful in close-range engagements 
when accuracy takes a backseat to rate of fire. But 
consider switching to semiautomatic when engaging distant 
targets or when you simply need to conserve ammo. 


Accuracy 


Firearm accuracy is 
affected primarily by 
movement and stance. 

While moving, watch 
the aiming reticule 
increase in size, 
indicating a reduction 
in accuracy. But when 
you halt movement, 
the reticule shrinks, 
representing a more 
stable firing position. Clearly, it’s better to fire from 
stationary positions whenever possible. Accuracy can be 
increased even more by crouching or dropping prone. 

Crouched firing is the most practical of the two stances, 
particularly when on the move. Make a habit of dropping 
to one knee before squeezing off a few rounds. To fully 
maximize your weapon’s accuracy, drop prone and zoom 
in. This combination is the most stable and accurate firi 
position. 








Support troops will benefit most from firing in a prone 
position, because it helps stabilize their cumbersome light 
machine guns. Unlike early-model machine guns, the new 
light and heavy machine guns’ accuracy increases the 
longer they fire. They’re still prone to muzzle climb (caused 
by recoil) and overheating, so don’t get carried away. 


H temporary accuracij penalty is applied whenever you drop prone, indicated bi| the 
wide aiming reticole. So wait a second or two for poor sights to settle before opening 
fire. No accuracy penalty Is applied when crooching. 


Reloading 


Once you’ve expended 
the ammunition from 
a magazine, you must 
reload before firing 
can resume. If the 
Auto Reload function is 
checked in the Options 
menu, reloading occurs 
automatically every 
time a magazine runs 
dry. But it’s better to 
reload the weapon yourself by pressing (r). You want a full 
magazine at all times, because you never know when you’ll 
need every last round. 

But you also need to conserve ammunition, unless a 
support soldier or supply crate is nearby to keep you 
stocked. As a rule, reload your weapon once the magazine 
reaches the half-capacity mark. You can monitor how much 
ammo is left in a magazine by glancing at the ammo meter 
n the bottom right-hand corner of the screen. 

SPECIALIZE© WEAPONS 

Grenades 

IMo grenades are 
immediately available 
to infantry in Battlefield 
2142. These weapons 
must be earned through 
the unlock system. There 
are a couple of ways to 
throw a grenade. The 
most common option is 
to click the left mouse 
button. This causes 
the grenade to be thrown at full strength. But by clicking 
the right mouse button and holding it down, you can specify 
how hard a grenade is thrown — the longer you hold down the 
right mouse button, the harder the grenade is thrown. The 
grenade is held until the right mouse button is released — 
don’t worry, it won’t detonate in your hand. 


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copying or downloading expressly prohibited. 

Specifying the strength of a throw is useful when you want 
to drop a grenade from a high elevation or roll it down an 
incline. The FRG-1 fragmentation grenade from the assault 
kit has a four-second fuse, and it will bounce and roll around 
until it eventually explodes. The support kit’s EMP grenades 
and the assault kit’s smoke grenades detonate on impact, 
however. Throw these grenades directly at the target you 
wish to disable or obscure with smoke. 

Guided Nissiles 

a The guided missiles 

Hr carried by the engineers 

* function identically to 

. . m r^ \.\ A** the anti-tank kit’s wire- 

guided missiles from 
Battlefield 2. You peer 
£§ j through the missile 
launcher’s scope, just 
WLM. as you would a sniper 

rifle, but the results are 
much more explosive. 

Right-click to bring up the weapon’s magnified scope 
view. Once you spot a target, click and hold down the left 
mouse button to launch the missile. While holding down the 
left mouse button, you can steer the missile toward the 
target by moving the mouse in any direction — the missile 
goes wherever you aim. To maximize damage, target the 
rear armor of tanks or the legs of battle walkers. When 
engaging vehicles at long range, aim and fire the missile 
above the target to avoid giving a launch warning. As the 
missile gets closer, tilt the sight down to bring the missile 
crashing down on top of the target. 


CONQUEST 

Conquest functions the same as it did in Battlefield 2, 
requiring teams to capture and defend control points while 
depleting the opponents’ ticket count. 


Spoiun Screen 


This is where you select 
or customize your kit 
and choose your spawn 
point. Spawn points are 
represented by white 
dots on the map and 
are usually located next 
to control points, silos, 
or bases. Squad leaders 
can also act as spawn 
— points for their squad, 
or they can place spawn beacons, which show up as green 
dots on the map. Access the spawn screen at any time 
during the game by pressing [ Enter) . 












Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

Tickers 

Tickets represent 
the number of 
reinforcements your 
team has at any 
given time. These 
fluctuating numbers are 
prominently displayed 
in the top-center of the 
screen. Every time a 
teammate dies, one 
ticket is subtracted 
from your team’s total count. The side with tickets at the 
end of the game wins; the side with no tickets loses. An 
assault soldier with a defibrillator can prevent ticket loss by 
reviving wounded teammates. 

Tickets can also be drained by holding a majority of flags. 
But these methods vary based on the type of battle. For 
more information on bleeding enemy tickets, see the “Game 
Types” section, later in this chapter. 

Control Points 

Control points are 
locations of strategic 
importance that 
can be captured by 
either side. You can 
view the location of 
a battlefield’s control 
points on the mini-map 
in the upper right-hand 
corner of the screen, 
or expand the map view 
by pressing (m). On the map, the control points are marked 
by small flag icons indicating location as well as the point’s 
current state. When a control point is held by your team, 
your nationality’s flag will appear here, and vice versa if 
your opponent controls it. 

Control points can also be neutral, represented by a 
gray flag icon on the map. In addition to being spawn 
points, most control points produce vehicles and stationary 
weapons when captured. The types and number of assets 
produced by a control point vary based on the map size and 
nationality of the occupier. 


Control Point Capture 


You must occupy a 
control point’s radius 
to capture it. Think of 
this as a large invisible 
dome emanating 
from the flagpole. 

The capture progress 
meter appears at the 
top of the screen any 
time you’re within a 
control point’s radius; 


it disappears when you move out. Use this to scout the 
boundaries of the radius, as well as to monitor the status 
of the conversion process. The raising and lowering of flags 
on the flagpole is another visual gauge of progress. 

l\lo opponents can be present within the control point’s 
radius at the time of capture, so all resistance must be 
routed or eliminated. Multiple teammates gathered within 
the radius can reduce the amount of time necessary to 
capture the control point. But only one player in a vehicle 
can convert a flag, so order all other passengers to get 
out, so as to expedite the process. 


Gome Types 


The popular Conquest battles return in Battlefield 2142. 
There are three different battle types, each with its own 
rules and victory conditions. 

In Head-On battles, both sides are on an even footing, 
each beginning with a base on opposite sides of the 
map. In most cases, all of the control points are neutral 
to begin with, often resulting in races to capture the 
most. Bleeding the opposing side’s tickets is possible by 
holding more than half of the map’s control points, bases 
included. For example, if there are five control points, a 
team must control three to bleed its enemy’s ticket count. 
The bases cannot be captured, so each side will always 
have at least one spawn point. 

Most of the 16-player maps are Double Assault battles, 
usually consisting of no more than four control points. On 
these maps, each side begins with one control point. As 
in Head-On battles, a ticket drain can be initiated on the 
opposing team by controlling more than half of the map’s 
control points. To achieve a quick victory, capture all of the 
control points, denying the opposing team a spawn point. 

During Assault battles, there is always an attacker and a 
defender. The attacker begins with at least one base that 
cannot be captured. Defenders usually hold most of the 
map’s control points. It’s the attackers’ job to capture all 
of the control points on the map, preventing the defenders 
from spawning new troops. 

The attacker begins the battle with more tickets than 
the defender, but a ticket drain is in effect till the attacker 
captures and holds at least one of the defender’s control 
points. The defender’s tickets cannot be drained unless it 
loses all of the control points. 

TITAN MOPE 

Titan is the new gaming mode, pitting the EU Titan versus 
the PAC Titan. The Titans are giant airships, resembling 
flying aircraft carriers. Each Titan has a spawn point and 
a hangar capable of spawning one gunship and two air 
transports. Each team also has a ground base capable of 
spawning a variety of ground vehicles. The only way to win 
in this mode is by destroying the enemy’s Titan — there are 
no tickets. 




- & 


While the rules are straightforward, the gameplay is 
extremely fast-paced and complex, requiring a heightened 
degree of teamwork and situational awareness. Each round 
of Titan is broken down into these two phases: 


Silo Capture & Defense 


7 ^,' 




Each map has five 
neutral silo sites. 

These silos fire missiles 
capable of knocking 
out the Titan’s shields 
and damaging its hull. 
— Silos are captured 

just like control points 
in Conquest mode. 

But they have a much 
tighter capture radius, 
requiring both infantry and vehicles to cluster closely 
around the silo. Once captured, the silo automatically fires 
a missile at the enemy Titan. Subsequent missiles are 
fired every two minutes, assuming the silo is still under 
the same team’s control. Missiles cannot be shot down or 
intercepted in any way. Once launched, there’s no way to 
stop them. 

Each fired missile damages a Titan’s shields, which 
are eventually dropped. The more silos a team holds, the 
quicker that team can drop the shields of the enemy Titan, 
paving the way for an interior assault. 

Titan Takedown 

Once its shields are 
down, there are two 
ways to destroy a 
Titan. It can be further 
damaged and even 
destroyed by missiles 
fired from the silos 
or other explosive 
munitions fired against 
its hull. However, the 
Titan’s hull is very 
thick, and can withstand heavy punishment. It’s often much 
quicker to destroy the Titan from within by knocking out its 
reactor core. 

The first step of a Titan assault is getting infantry 
onboard. Use air units or the APC pod launchers to drop 
infantry onto the Titan. Don’t expect to knock out the Titan 
with one quick raid. Keep up the pressure by providing 
onboard spawn points. Squad leaders are the best option, 
using their own spawn point or the new SLSB spawn 
beacon. Squad members can then choose to spawn on 
their squad leader or the deployed spawn beacon. Air 
transports landed on the Titan can be also be used as 
spawn points, at least till they’re destroyed. 


- 


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copying or downloading expressly prohibited. 

Inside the Titan, the team must destroy four control 
panels to unlock the reactor core. These panels are located 
in four narrow corridors on the port and starboard sides of 
the Titan. The lower control panels, 1 and 2, extend shield 
barriers in the upper corridors, blocking access to Panels 3 
and 4, respectively. So Panels 1 and 2 must be destroyed 
first. Blast the control panels with RDX, rockets, or even 
small-arms fire — the support kit’s light machine gun is the 
most effective of the firearms. 


Destroying the control 
panels causes the fore 
and aft doors of the 
central reactor room 
to blow open. Once 
again, use explosives 
or gunfire to destroy 
the reactor core — 
shoot directly into the 
colored arc of energy 
to register damage. 
After it sustains heavy 
damage, the core goes 
critical, shooting arcs of 
energy about the room. 
This is your exit cue. 
When the core goes 
critical, you have 20 
seconds to get off the 
Titan before it explodes. 




Run out through the Titan’s rear entrances and simply jump 
off, deploying your parachute as the Titan ruptures above. 



Drop a sentry gun down the corridor, 10-15 meters back 
from the doorway. This forces enemy soldiers to commit 
to entering the corridor before the sentry gun opens fire, 
catching them in the open and doing more damage. It also 
creates a scenario where the enemy troops have to expose 
themselves to fire to take the sentry out. So, if they 
charge the turret as a group, you can be waiting in the 
hallway with your shotgun. 

— Andrew “Abyss” Stouppe 


SCORING 



As in the previous 
installment, in 
Battlefield 2142 you 
get credit for just about 
everything you do on 
ranked servers. While 
you’re still likely to make 
a majority of your points 
through kills, you can 
boost your score by 





Flao/Silo Capture fist olauer in radiusl 2 

Flao/Silo Capture Assist [2nd and follominn olauers enterinn radiusl I 

Flao/Silo Defense fhills mithin radiusl I 

Neutralize Flao/Silo fapolieJ to all teammates milhin radius] I 

1 1 


Team Kill 


Team Damaoe f>50/. Jamaoel 

-1 

Team Vehicle Damage [>507. damaoel 

-j 

Destroy Enemu Commander Station T 

Rssistino From Vehicle foassenoers mounted on ounsl 

0.5 

Disable Vehicle TEMPI 

0.5 

Titan Component Destroction 

2 

Titan Weapon DestroueJ 

2 

Titan Rttack Bonos [kills on enema Titan added to the kill score] T 

Titan Rirdroo ffor each olauer drooped from an air vehicle on an enemu Titan] T 

Titan Defense Bonus Thills on friendly Titan added to the kill score] T 

Suicide 

-2 


Teamwork Scoring 


Repair [friendly vehicles mith >50?. damage] 


Repair Commander Station T 

Resnoolu T 

Repair Fixed Ground Weapon [Tyrrell T 

Repair Titan Guns T 

Kill Assist T>507- damaoe prior to other player's kllll 

0.5 

Vehicle Kill Assist [for each olauer Inside a vehicle if damaoe >507-1 

0.5 

Driver Assist [driver bonus point for kills scored bu oassenoersl 

0.5 



NOTE#-: 




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copying or downloading expressly prohibited. 

healing/reviving, repairing, and supplying. There are also 
points awarded for kill assists and driver assists, when your 
actions contribute to a kill. But you can also lose points 
by accidentally killing teammates. So it’s important to 
watch your fire, lest your score suffer. For a more details 
on scoring, take a look at the scoring breakdowns in the 
following tables. 


Player Scoring 


22NO-CENTURY WARFARE 


SCOREBOARD 

You can access the 
scoreboard at any time 
during gameplay by 
pressing and holding 
[Tab). There are four 
different sections of the 
scoreboard, the first 
being the Players tab. 
Here you’ll see two lists, 
side by side, detailing 
the scores of every 
player in the game — players with the highest scores are 
at the top. The scoreboard tracks five separate statistics, 
indicated by the columns to the right of each player’s name. 
These columns are topped by a different icon: 

Trophg Icon: This is pr overall score, taking into accoont all actions. 

Men Icon: This is goor teamwork score. flng points earned kg providing team sopport are 
listed here. Points deducted for team hills show up here. too. 

Crosshairs Icon: The number of kills gon've scored. 

Sknll Icon: Rll of goor deaths are tracked in this colnmn. Deaths have no impact on goor total 
score, hot mag affect goor eligibilitg for certain awards. 

Compoters Icon: Your ping. R low number [TOO or less] indicates a good connection and is less 
likelg to result in lagged gameplag. If this number is high [200 or more] consider finding a 
different server. 

The scoreboard has two more tabs that can be accessed 
by right-clicking to activate the cursor — you still need to 
hold down [Tab) to keep the scoreboard open. Under the 
scoreboard’s Squads tab you can view the scoring status of 
each squad on your team. In addition to individual scores, 
each squad’s total points are also tabulated, making it easy 
to see which squads are effective and which aren’t. 

The Manage tab is where you can mute a teammate’s 
VoIP chatter as well as initiate votes to kick a player off. 

If a player is racking up team kills or just being a pain, 
consider voting that player off. Simply check the Kick Vote 
box next to the player’s name in the list. This initiates a 
vote, allowing all players to decide the fate of the problem 
player. A majority of players must agree to kick a player. 
When prompted to vote, press [Pg Up) to vote yes, or [Pg Dn) 
to vote no. 

Use this screen to invite players to your buddy list, too, 
allowing you to find them on different servers in the future. 

Access the Server tab to get the server’s IP as well as 
initiate a vote to change maps. Voting for new maps works 
the same way as voting a player off — a majority in favor is 
needed to succeed. At the top of the Manage screen, click 
on the Map Vote pull-down menu. Here you can select from 
a list of maps available on the server. 





Files downloaded here will be saved to the \My 
Documents\Battlefield 21 42\Profiles\Default\Demos\ 
directory. Once downloaded, these files can be played back 
and shared with other players. But download them before 
they’re overwritten by the server, which usually will store 
only about 30 recordings at a time. 

To play a recorded file, select it from the Battle Recorder 
Library list on the right side of the screen. During playback, 
use the number keys to control the speed of playback. If 
you prefer to follow individual players, press [Spacebar] to 
toggle through all of the participants, using the mouse to 
move the camera around and the mouse wheel (or (w) and 
(a)) to zoom in and out. 

You can also enter free-cam mode by right-clicking the 
mouse. This allows you to fly through the battle using the 
standard movement keys. In addition to providing proof of 
your prowess on the battlefield, the Battle Recorder is a 
great tool for reviewing team strategies, helping determine 
what worked and what didn’t. 

MOBS 

Mods, or modifications, is a term used to describe user- 
created content. Using the Battlefield engine and basic 
gameplay fundamentals, users design their own maps, 
vehicles, and weapons, making for entirely new gaming 
experiences. Given the game’s worldwide following, the 
number of mods under development for Battlefield 2 grows 
almost daily. The variety of mods is also impressive, ranging 
from historical to sci-fi. 

The best thing about mods is that they’re free! As long 
as you have Battlefield 2142 (and the appropriate updates) 
you can download mods and play them immediately. To 
activate a mod, click the Community button on the main 
menu, then click on the Custom Games button. This opens 
a new screen allowing you to choose from a list of installed 
mods. Select the mod you want to play from the list on the 
left side of the screen, then click the Activate button in the 
bottom-right corner to load the mod. 

ONLINE RESOURCES 


Official Battlefield M Site 

http://battlefield.ea.com 

This should be your first stop for community updates, 
patches, and other official add-ons. You can also sign up for 
a newsletter. 


Planet Battlefield 

http://planetbattlefield.gamespy.com 
This is one of the most comprehensive and frequently 
updated Battlefield sites on the web. Check it for news 
and mod updates as well as details on clans and upcoming 
tournaments. The forums are also an excellent source of 
information. Bookmark this one! 


Total BFSHS 

http://www.totalbf2142.com 
Here’s another great source for news with daily updates 
and links to other community Web sites around the world. 


PERSISTENCE 

By playing Battlefield 
2142 on ranked 
servers, you’re 
eligible for new ranks 
and awards. These 
achievements are 
based on your overall 
performance on the 
battlefield. The points 
awarded in each round 
are applied to your 
score. This value represents each point earned through 
kills, teamwork, flag captures, and so forth. This score 
is amended after each round and plays a large role in 
determining rank, especially at the beginning. 

The number of medals, badges, and pins earned make up 
your Experience. Some of the higher ranks require a certain 
number of awards, so don’t neglect this aspect. Awards 
are earned through completing various tasks. Check the 
Awards section of the BFHQ to see the awards you’ve 
achieved, and the ones you’re close to earning. 

The combination of your score and Experience make up 
your Career Points, which ultimately determine your rank. 
Promotions in rank are the only way to earn unlocks, so 
keep moving up the ranks to gain access to new equipment. 
Study the rank and award requirements in the charts at 
the back of this guide. 


Battlefield 2 and its predecessors generated an 
enthusiastic gaming community, fueled largely by mods and 
anized team play. It only takes a few minutes of poking 
nd the Internet to find numerous fan sites dedicated 
everything Battlefield. So even when you’re not playing 
the game, there’s plenty of information and resources 
to keep you busy. Hit the forums and help other players 
out, or share some footage shot on the Battle Recorder. 
Community involvement is almost as addictive as playing 
the game. 

BATTLE RECORDER 

If you’ve been playing these games for any period of time, 
there’s a good chance you have a Battlefield story. You 
know, like the time you saved your team from total defeat 
by ditching your plane and capturing an undefended control 
point. Instead of just bragging to your friends about your 
incredible skills, you can back it up with footage, thanks to 
the Battle Recorder function, under the Community menu. 

With this server side option, individual rounds are 
recorded to a file and saved to a URL where they can be 
downloaded by participants. After completing a gaming 
session, click on the Community tab in the main menu. 
Under the Battle Recorder tab is a list of URLs allowing you 
to download files of the game rounds you’ve played. 





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copying or downloading expressly prohibited. 




In Battlefield 2142, infantry is more powerful than ever. 
But there’s still a delicate balance at play, with each kit 
possessing its own set of strengths and weaknesses. 

The trademark Battlefield balance ensures that no kit 
dominates. There’s a time and a place for each, and it’s up 
to you to choose which tools are best for each situation. 
Use this chapter to help make those key decisions before 
gearing up or spending your hard-earned unlocks. 


BOBY ARMOR 


Both heavy and light body armor are available to each troop 
kit in the customization screen. Light body armor provides 
the least protection, but allows for longer sprint durations 
and quicker stamina regeneration. Heavy body armor, the 
default, reduces damage from small-arms fire to the torso 
by 20 percent but slows the wearer down, decreasing sprint 
durations and increasing recovery time. Before spawning in, 



Each time a bullet is fired from a weapon, its velocity 
reduces over distance, causing less damage upon impact. 
The Maximum Damage value represents the optimal 
damage caused by each round. The bullet or projectile will 
cause this damage within a predetermined range — indicated 
by the Start column in the table. After reaching that range, 
the bullet rapidly loses speed, causing its damage value to 
decrease. This value continues decreasing over distance 
until it reaches the Minimum Damage range — indicated by 
the End column in the table. At this point, the projectile 
inflicts the same damage regardless of how much further 
it travels. For example, a SCAR 1 1 round will cause 29 
points of damage when hitting a target within a range 
of 35 meters. But beyond that range the damage value 
decreases, bottoming out at 20 points once passing 65 


choose the right 
serving as a snip 
armor. But 
when you’re 
hitting the front 
lines, always 
go with heavy 
body armor. 

Weapon 

set of body armor for the task at hand. If p( 

er or commando, spawn in with light body g| 

fiction Heavu Bodu Rrmor Lioht Bodu Rrmor 

Bductions in damage — these bullets do heavy damage at 
ny range. 

The damage values in this chapter (and table below) are 
ased on torso shots against light body armor. Hits against 
aavy body armor (torso only) are reduced by approximately 
O percent. Head shots cause twice the max/min damage, 
itting an opponent’s limbs (arms and legs) cause half the 
lax/min damage. 

son Chart 

Min. Damaae Start [meters] End fmetersl ROF 

Sprint Time 

Bsec. 

12 sec. 

Sprint Recharoe 

24 sec. 

ni 

17 sec. -5 

Jumo Stamina Loss 

Kit/Unloch 

25'/. 

Nao. Caoacitu 

IS'/. H 

rr 

Firearm Compari! 
Max. Damaae 

Horretti SR4 Sniper 

EU Recon 

s 

80 

80 

— 

— 

— 

Parh S3 Sniper 

PBC Recon 

s 

80 

80 

— 

— 

— 

Zeller-H Sniper 

Recon Unloch 

3 

90 

90 

— 

— 

— 

Lambert Carbine 

Recon Unloch 

30 

2S 

16 

25 

55 

600 

SCHR11RR 

EURssault 

30 

29 

20 

35 

65 

600 

Rrulov FR-37 RR 

PRCRssault 

30 

27 

20 

35 

70 

900 

Herzoo RR Shotoun 

Assault Rnloch 

3 

10x12 

2x12 

10 

35 

— 

RaurH-RR 

Assault Rnloch 

20 

31 

22 

40 

70 

600 

Voss L-HR 

Assault Rnloch 

40 

25 

20 

40 

65 

900 

Turcotte Raoid SMG 

EU Engineer 

20 

28 

10 

13 

36 

600 

Halhov RH-11 SMG 

PRCEnolneer 

30 

20 

10 

12 

35 

600 

Bianchi LUG 

EU Support 

ISO 

21 

14 

30 

70 

900 

ShuhoLHG 

PRC Support 

200 

20 

14 

30 

70 

900 

GanzHMG 

Suooort Rnloch 

120 

22 

18 

15 

60 

600 

Clarh ISA Shotoun 

Suooort Rnloch 

7 

12x12 

4x12 

12 

35 

— 

P33 Pereira Pistol 

EU standard-issue 

TO 

31 

8 

8 

30 

— 

Tahao 120 Pistol 

PRC standard-issue 

! IS 

20 

8 

12 

30 

— 

MOTE it, 


The Herzog HR Shotgun and Clarh 1SB Shotgun fire 12 buchshot-lihe sub-munitions uiitb each trigger pull. If all projectiles hit the target at close range, theg inflict heavg damage, 
to the spread of the buchshot. these meapons are most accurate [and lethal] urithin 10-12 meters. 



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copying or downloading expressly prohibited. 



Combining the destructive 
power of Special Forces 
staples such as DemoPaks 
and rapid-fire weaponry with 
a range of immaculate sniper rifles 
and enhancements, the complete Recon 
kit offers a tactical edge — all wrapped up 
with the latest camouflage technology. 


Firing a custom-designed, 

14mm flechette round, the 
Park 52 Sniper Rifle provides 
an equivalent level of force 
and precision as the EU 
Morretti SR4 without the 
cumbersome design factors. 

Fabricated using the latest 
metallurgic technologies, the 
lightweight Park 52 counters 
accuracy-hampering movement through a shock-resistant, 
plastic steel barrel bedding. A high-magnification scope 
allows the sniper a long-range visual field, which can be 
upgraded through the DysTek Hi-Scope X4. 


80 [any range] 
80 [any range] 
N/H 
High 

5 

Semi flufo 


The Morretti SR4 (Sniper MtecbH M 

Rifle 4] is a next generation jj^H 
sniping medium utilizing a 
semiautomatic configuration, 
high-caliber round, and 
telescopic sight to effectively 
assail medium- and long-range 
targets. The rifle is fitted withyM 
a carbonized metal barrel to 
decrease thermal distortion, 

ensuring maximum accuracy, although the high caliber 
generates significant recoil, requiring a non-repetitive, one 
shot/one kill approach. 


REC0N UNLOCKS: BRANCH A 


The APM (Anti Personnel 

Mine) is a directional ufl 

fragmentation mine ■ AJ " 

generating a fan-shaped 
explosion pattern. The mine 
is highly lethal to infantry who 

approach its front at speed, though it can be defused or 
circumvented by careful soldiers. 


m 

BJ-2 Combat Hnife 

— 

— 

[ 2 ] 

TakaoT20 Pistol 

15 

GO 

[3] 

Parh 52 Snioer 

5 

35 












m 

BJ-2 Combat Hnife 

— 

[ 2 ] 

P33 Pereira Pistol 10 

GO 

[3l 

Morretti SR4 Snioer 5 

35 


Since the APM is a directional mine, place it facing toward 
the threat. As long as you stay behind it, it won’t explode. 
You can move in front of the mine, but only slowly — 
crouched movement is safest. The mine doesn’t distinguish 
between friend and foe, so avoid placing it near control 





Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

points or silos where your teammates may set it off. 
Instead, drop it near your blind spots when sniping to take 
out opponents eager to take your dog tags. 

Unloch 2: DiisTeh Hi-Scope 1(4 

DysTek Hi-Scope X4 is an 
enhanced accuracy optical 
system utilizing an upgraded 
electronics and sensor 
package to provide the user 
with a greatly enhanced 
zoom level and the ability to 
set its zoom level. 


If you’re into sniping, this unlock is a must. When equipped, 
zoom in and use the mouse wheel to adjust the scope’s 
magnification. This allows you to score head shots at great 
distances. However, at maximum zoom, vertical scope drift 
is more pronounced. To dampen this effect, use this unlock 
in conjunction with the Gruber 5 stabilizer. 

Unloch 3: Gruber 5 Stabilizer 

Utilizing a movement 
compensation sensor 
to grant temporary rifle 
stability, the Gruber 
5 Scope Stabilizer 
System facilitates target 
acquisition. The Gruber’s 
power supply allows for 

nearly limitless repeat uses of the system, though the 
power levels demanded by the system require a significant 
recharge period between uses. 


This unlock eliminates scope drift for approximately two to 
three seconds, just long enough to get off a shot. Start by 
lining up a target in the scope, then hold down the sprint 
key [default left [Shift) ] to steady the crosshairs over the 
target. Fire while the scope is steady to score a direct 
hit. It takes approximately 6 seconds for the stabilizer to 
regenerate, so make the shot count. 





Unloch 4: Zeller-H Rdvanced Sniper Rifle 

A significant upgrade from 
the Morretti SR4 and 
Park 52 Sniper Rifles, the 
Zeller-H Advanced Sniper 
Rifle features state-of-the- 
art targeting precision, 
resulting from a series of 
enhancements including 
computerized stabilization and] 
advanced muzzle-brakes for 

recoil dampening. The Zeller-H’s higher caliber ammunition 
gives this anti-material sniper rifle a highly enhanced 
stopping power, especially against lightly armored targets. 


jy90 [ani| range] 
90 [ang range] 
N/R 
High 

3 

i Single Shot 



The DiisTeh Hi-Scope X4 and GruberS 
stabilizer morh only with the sniper 
rifles. They have no impact on the 


The Zeller-H is the most powerful rifle in the game. It’s also 
the only weapon capable of detonating mines and other 
explosives. Use it during vehicle advances, watching narrow 
choke points from a distance to knock out booby traps. The 
downside to this rifle is its three-round magazine capacity 
and lengthy reload time, which limit its effectiveness to 
long-range duty. For best results, bring along the DysTek Hi- 
Scope X4 and Gruber 5 stabilizer when equipping this rifle, 
and stay clear of high-traffic areas. 

RECON UNLOCKS: BRANCH B 

Unlock 1: RDX DemoPak 

Similar to its predecessor, C4, RDX DemoPak 
is a remotely detonated, plastic-bonded 
chemical explosive. The RDX is infused 
with a highly stable high explosive 
chemical compound, PNC [polyethyl 
nitrate cyclobutane), increasing its 
optimum effective explosive output. 

Unlocking the RDX DemoPak is the first step in 
transforming the recon kit into a competent special ops 
kit. These work just like the C4 charges in Battlefield 2. 
Left-click to toss these explosives, and right-click to equip 
the detonator. A maximum of five charges can be placed 
at any given time. They’re great for taking out commander 


MMSA 


V „ 






This weapon provides the recon kit with some badly needed 
versatility, giving recon players the ability to hold their own in 
close-quarter firefights instead of relying on their pistols. What 
the Lambert carbine lacks in power and accuracy it makes up 
for in Rate of Fire, mimicking the rapid fire of the engineer’s 
submachine guns. To maximize accuracy and conserve ammo, 
operate the weapon on its semiautomatic fire mode when 
engaging targets at intermediate to long range. 


This gun has an extremely rapid Rate of Fire, and is 
capable of emptying its entire 30-round magazine in 
a matter of seconds. This makes it the gun to have 
in close-quarter assaults. Nothing I ever toed up 
against in the corridors of a Titan won (mind you, I 
never ran into anyone with a shotgun). 

Every other class, carrying any other weapon, fell 
before me. And there was many a fight when we both 
pulled the trigger at the same time. Its long-range 
capabilities are a little weak but it has a single-shot 
mode that helps. Put a few single rounds into anyone 
and they find cover quickly. I rarely killed at range 
with it, though. 

— Jason “Space Ape” Wigle 


Unloch 2: NeFBaf™ Fade Delay 

Part of the 3.0 update to the Network Battlefield System, 
the new Fade Delay nano-mod interfaces with existing 
modules to enhance their performance. The target 
acquisition algorithm provides longer on-mark feedback 
allowing soldiers employing the system to track their 
targets for longer. As with the other NetBat™ nano-mods, 
the information is both uplinkable and downlinkable to all 
soldiers who are plugged into the squad’s battle network. 

This device keeps enemy target icons on the HUD longer, 
even if nobody in the squad is actively acquiring the 
target. Like all NetBat™ upgrades, this is most effective 
when attacking or defending a Titan, where enemies are 
likely to duck out of sight. If the target isn’t reacquired 
(through line of sight) within a few seconds, the target icon 
eventually disappears — but the enemy doesn’t. 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

Unlock 4: LamberF Carbine 

Originally designed for early 
century Special Operations 
Forces, the modernized 
Lambert Carbine remains 
the weapon of choice for 
urban warfare, given its 
maneuverability-enhancing 
compact design and rapid 
Rate of Fire. What the 
Lambert Carbine lacks in 
stopping power, it makes up for tenfold in usability. Made 
from SB-7, the latest polyimide matrix material, the rugged 
yet lightweight Lambert Carbine produces minimal recoil 
ensuring accurate burst suppression. The double magazine 
feeding system and compressed, low-caliber ammunition 
enable unmatched fire volume. 


jj25 [within 25 meters] 
16 [beyond 55 meters] 
600 rpm 
Low/Hedium 
30 

Full Huto. Semi Huto 


This is one of the most popular unlocks in the game, 
rendering its user nearly invisible for 20-second spans. 
Press (jT| to equip the device, and hold down the left mouse 
button to activate it. Falling and swimming automatically 
deactivates the device, so avoid these forms of movement 
to remain covert. The device is active only for brief 
oments, so use it to move from one piece of cover to the 
ext, letting it recharge at each stop. Keep your distance 
and stay in low-lighted areas to mask these limitations. 
Remember, you’re invisible, not invincible. 


Unlock 3: IT-33 Optical Camouflage 

Mimicking ambient light and 
background texture patterns through 
a microprocessor-controlled, fiber- 
optic, DLD (dynamic liquid display) 
fabric, the IT-33 Active Camouflage 
System enables a soldier to reduce 
his visibility by up to 90 percent. 





INFANTRY 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

RECON TACTICS 

The new recon kit combines both sniper and spec ops 
capability, giving players the ability to fine-tune the kit 
through the unlock system to meet their needs. For 
snipers, the kit is most effective in a supporting role, 
providing offensive or defensive fire from great distances. 

The sniper rifles associated with this kit do not generate 
an aiming reticule on the HUD — the only way to aim is 
through the weapon’s scope. Therefore, recon troops 
carrying a sniper rifle should equip the pistol when moving 
about the map, particularly in urban areas. 

The recon kit gains much more versatility once the four 
unlocks in Branch B are available, providing access to 
RDX, active camouflage, and the Lambert carbine. These 
weapons and equipment are well suited for deep incursions 
behind enemy lines. Sneak past enemies using the active 
camouflage, then use RDX to knock out commander 
stations at the enemy’s base. 


The combined effort of 
multiple US and European jj|H 
arms manufacturers, the 
SCAR 1 1 has become the 
standard-issue Assault Rifle 
due to its robust firepower 
and ability to perform in 
cold weather conditions. HR 
The SCAR 1 1 maintains 
a high Rate of Fire even 

in arctic climates, using an integrated heat distributor 
to prevent apparatus freezing. Electronically fired, each 
tungsten-core round boasts an impact velocity of over 800 
m/s, penetrating even the latest body armor technologies. 


Bringing together heavy anti-infantry weaponry and 
frontline medical tech, the assault kit lets soldiers dish out 
and repair impressive amounts of human damage. Identify 
enemy infantry targets then take them out with your 
assault rifle or shotgun add-on, or be your comrades’ savior 
with your Medical Hub and defibrillator. 

Eli ASSAULT 


Employed by frontline infantry in a 
similar capacity as the EU SCAR 1 1 , 
the Krylov FA-37 fires a comparable 
caseless armor-piercing round with 
considerably more recoil due to its 
lighter-weight, hollow graphite stock, 
The PAC assault rifle is FhNlH 
equally effective in winter J 
environments, utilizing a 
built-in thermal dispenser. 
Appreciably damaging, but I 
less accurate when fired 
fully automatic, the Krylov 
FA-37 is often operated in 
single-shot mode, precision j_p^ 
enhanced via a fixed- 
position optical sight. 


m BJ-S Combat Knife 

— 

— 

[ 2 ] 

P33 Pereira Pistol 

10 

60 

[3] 

mi dr 

30 

ISO 


MHUB-S1 

— 

1 


m BJ-2 Combat Knife 

— 

— 

lYI TakaoTRO Pistol 

15 

60 

f3l Krnlov Ffl-37 HR 

30 

tso 

t4l MHUB-S1 

— 

1 







Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


SPECIALISED EQUIPMENT: MHUB*21 

Within its medical equipment and supply 
package, the MHUB-21 Medical 
Hub includes a nitrate cauterizer, 
naproxen dosages, providone 
iodine wipes, benzalkonium 
chloride, a bulb syringe, 
trauma shears, petroleum 
gauze, occlusive dressings, and 
adhesive bandages. 




Onlq one medical hub can be dropped at a lime. To make Ibe most of Ibe package despile 
Ibis limitation, drop one medical hub near a high-traffic area to help heal teammates. 

R nem medical bub is generated in the assault soldier's inventory about 30 seconds 
after the first one is dropped. But if the second medical hub is dropped, the first one 
disappears. Instead of dropping the second medical hub. equip it mhen near injured 
teammates. This olloms qou to use turn medical hubs at the some time, gaining more 
teamurork points. 


10x12 [uiifhin 10 meters] 
2x12 [beqond 35 meters] 
H/R 
Lour 

3 

Semi fluto 


ASSAULT UNLOCKS; BRANCH A 

Unloch 1: Herzog HR-Shotgun 

Mounted in an under 
barrel configuration, 
the 20-gauge Herzog 
■ Shotgun adds 
Isubstantial short range 
Istopping power to any 
[assault rifle’s standard 
repertoire. The Herzog 
utilizes the same 
Universal Ammo as the 
PK-74 AR-Rocket, allowing for inter-compatibility between 
the two weapons. 



This assault rifle accessory is a must for close-quarter fire 
fights, particularly in the tight confines of the Titan. Press 
[~6~] to equip the weapon and notice how the crosshairs 
change to a circular reticule — use this as an indication of 
whether the shotgun or assault rifle is selected. Deploy the 
shotgun at extreme close range, or as a back-up when the 
assault rifle’s magazine runs dry. 


You have only three shots, so reload the shotgun after 
each use. But don’t reload it during a fight — it takes too 
long. Switch to the assault rifle or pistol till all nearby 
threats are eliminated, then reload the shotgun. 

Unloch 2: NelBal™ Infantry ID 

Network Battlefield System has introduced the latest 
enhancement to the NetBat™ technology. The new net- 
centric warfare system allows soldiers equipped with the 
Infantry ID nano-mod to query an onboard database to 
identify infantry targets. The nano-mod will assess, analyze 
and report on the target soldier’s kit and assign an ID 
based on a 98% certainty. The nano-mod update is flexible 
enough to send and receive battle data over its synth-flex 
battle network, allowing everyone in the squad to receive 
the information. 


When the device is equipped, place your crosshairs over 
an enemy target. A gray kit icon will appear next to the red 
targeting icon, indicating which kit the enemy is using. It is 
most useful for identifying sniper threats for your squad. This 
unlock is also a stepping-stone necessary to reach the PK-74 
AR Rocket and the Baur H-AR. 


Unlock 3: PH-74 HR Rochet 



The PK-74 AR-Rocket 
is fabricated from 
a fiberglass-zinc 
amalgam and 
filled with a highly 
explosive synthetic 

fuel compound. When attached to the soldier’s standard 
Assault Rifle it results in a compact and lightweight 
rifle rocket, ideal for a portable launcher. The Universal 
Ammunition, shared with the Herzog Shotgun, features 
variable fusing allowing for both impact and air burst 
detonations. 


This rocket can be fired in two modes: direct and air burst. 
In direct, it works just like a grenade launcher, fired in an 
arc-like trajectory and detonating on impact. For air burst, 
zoom in and use the assault rifle scope’s range finder to set 
the distance at which the rocket detonates. Use the mouse 
wheel to adjust the distance. This is great for taking out 
infantry hiding behind cover. For example, if they’re behind 
a wall at 20 meters, set the rocket to detonate at 22 
meters. 

The rocket is still lobbed when fired, so elevate the barrel 
to properly range the weapon. Otherwise it may hit the 
ground and detonate before it reaches the target. The goal 
is to deliver the rocket a meter or two above the target’s 
head. The blast radius is relatively small, so the closer 
you can deliver the rocket over the target, the better the 
result. Mastering this weapon takes some practice, so 
don’t give up. 



Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

UnlocH4: Bour H-RR 


The Baur H-AR [Heavy 
Assault Rifle) is a 
bulked-up edition of 
the SCAR 1 1 , firing 
high-caliber, tungsten- 
core ammunition for 
maximum damage 
potential. Manufactured 
with HM-3 composite 
metals, the weighty but 
powerful Baur H-AR is found 


ffll [Min 40 meters] 
22 [beyond 70 meters] 
000 rpm 
Nedium/Oiglr 
20 

Full Onto. Semi Onto 



most often in front-line conflict. 



The Baur H-AR is similar to the G3 from Battlefield 2, 
providing the assault kit with some heavy firepower. While 
it does more damage than the standard EU and PAC 
assault rifles, it has a smaller magazine capacity and 
exhibits some wicked recoil. To rein in these deficiencies, 
set the rifle on semiautomatic and engage targets at 
intermediate and long range through the scope. It can be 
a beast at close range, too — as long as you kill your target 
before you run out of ammo. 


The Baur H-AR is my preferred weapon in the assault 
kit. It has a nice balance between rate of fire, 
accuracy, and punch. 

— Jason “Space Ape” Wigle 


ASSAULT UNLOCKS: BRANCH B 

Unlock 1: RED-6 Defibrillator 

The portable AED-6 (Automated External 
Defibrillator) resuscitates casualties using an 
embedded, rhythm-tracking microprocessor 
to determine ventricular fibrillation or 
tachycardia and emit, via wet-gel 
secretion paddles, appropriately 
leveled, biphasic charges. 



If you’re a team player, this should be one of your first 
unlocks. Reviving teammates preserves tickets in Conquest 
mode and is also a good way to augment your score. Press 
[ 5 ] to equip the defibrillator and approach any downed 
teammates. You must stand or crouch over the body to 
deliver the reviving shock. The defibrillator can kill enemies, 
too. But you’ll have to get within knife range to shock an 
opponent to death. 


If an assault teammate with a defibrillator is downed, p con save him if you act 
quichlij. Grab the hit with (g) and equip the defibrillator to revive qour teammate. When 
revived, qour teammate will automaticallq equip qour dropped hit. You're sfuch with the 
revived soldier's assault hit — at least till qou grab another one. 


Unloch 2: Advanced Med Hub 

An upgraded version of the standard- 
issue Medical Hub, the Advanced 
Med Hub includes an additional 
supply of antibiotics, health 
revivers and muscle stimulants 
including soloxil, dyphatine, and 
quivinol, expediting a medic’s health 
provision capabilities. 


When equipped, the advanced medical hub replaces the 
standard medical hub in the inventory, and can still be 
accessed by pressing (7|- The advanced medical hub also 
allows soldiers in the vehicles to heal nearby soldiers 
outside of the vehicle. 



Unloch 3: SG-34 Grenade 


Impact detonated, the SG-34 Smoke 
Grenade can be used as a screening, 
diversionary, signaling, or offensive device, 
dispersing a cloud of dense potassium 
chlorate-based smoke. 


This is your standard smoke grenade. 

Equip it by pressing [§] and throw it by 
left- or right-clicking. The grenade’s smoke 
screen lasts for only about 10 seconds, so plan ahead 
before tossing it. Smoke is valuable when advancing across 
streets or other known fields of fire. This obscures the 
vision of troops as well as sentry guns and drones. They 
can be especially useful on Titans too. 



A 





E 


GINEE; 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


25 [within 40 meters] 

< 20 [beyond 65 meters] 
900 rpm 
Medium/High 
40 

Full Huto. Semi Huto 


Unloch 4: VOSS L-flR 

Ergonomically designed 
with a fibre-reinforced 
polymer shell, the 
Voss L-AR [Light 
Assault Rifle) is a close 
cousin of the Krylov 
FA-37, sacrificing 
incapacitation 
capabilities for 
increased portability 
and firing longevity. Used primarily in supportive, high- 
movement scenarios, the Voss L-AR uses lower-caliber 
ammunition allowing for higher-volume cartridges, enabling 
prolonged suppressive assault. 


Like the recon kit’s Lambert carbine, the Voss L-AR is 
awesome in close-quarter firefights. Although it lacks the 
stopping power of the Baur H-AR and the standard-issue 
assault rifles, this compact weapon compensates with its 
high Rate of Fire and 40-round magazine. Still, this is a 
specialty weapon and should be deployed as such. Bring 
it along when fighting in urban centers or in the tight 
corridors of a Titan. 

ASSAULT TACTICS 

an arsenal of assault rifles and medical equipment, 
assault kit offers players a myriad of options for killing 
opponents and saving teammates. As in the previous 
installments, the assault kit is the most balanced when 
it comes to taking on enemy infantry. The assault rifles 
provide a perfect mix of power and accuracy, qualities 
lacking in the more specialized weapons found in other 
kits. The Herzog AR shotgun and PK-74 AR rocket unlocks 
further enhance the kit’s lethal capabilities, at both short 
and long range. But with no armor-piercing ordnance, 
assault soldiers must rely on their engineer brethren to 
deal with APCs, tanks, and battle walkers. Still, assault 
soldiers have the ability to heal and even revive through 
the use of the AED-6 defibrillator unlock. The defibrillator is 
a key piece of equipment in any squad, providing the user 
with a nice boost in teamwork points while helping preserve 
tickets in Conquest battles. Unlock the defibrillator early 
on, and use it to keep your team alive and fighting. Then 
focus on the Branch A unlocks to acquire greater offensive 
capability. 


f4l H0FF-3000 


Primary Weapon: Turco^e Rapid SNG 


Strong Against: All Vehicles 
Meah Against: Infantry 


As you’d expect, the engineer kit is all about machinery: anti- 
vehicle and anti-aircraft weaponry and mines are supported by 
vehicle detection and identification equipment, posing a threat 
to even the most advanced battlefield craft. An impressive 
vehicle repair kit makes fixing any damage a cinch. 

EtJ ENGINEER 


Ell Engineer Kit 


Key WeaDon/ltem 

Magazine 

Canacitu 

Ammo 

Count 

m BJ-2 Combat Knife 

— 

— 

Hfl Turcotte Ronid SHE 

26 

130 

f3l Mitchell AV-18 

1 

6 


Originally used in law enforcement 
and adopted by military forces as a 
personal defense weapon the high-tech 
Turcotte Rapid SMG [Sub Machine 
Gun) combines the 
muzzle velocity of a 
standard assault rifle, 
the automatic capability 
of a machine gun and 
the portability of a 
pistol. Loaded with 
small-caliber, armor- 
piercing rounds, the 
Turcotte Rapid lacks 
accuracy, and stopping power at long range, but its high 
Rate of Fire makes it an effective close-combat weapon. 


M8 [within 13 meters] 
p 10 [beyond 36 meters] 
GOO rpm 
Low/Medium 
26 

Full Auto 













To use The H0FF-3D00. approach a damaged vehicle. Turrel, or commander station till an 
aiming reticule appears on the HIID — this indicates the object is damaged and ready 
for repairs. Hold douin the left mouse button to conduct repairs, matching the colored 
circle icon in the aiming reticule fill in. clochuiise. Once this icon is completely uihite, 
the objectis fully repaired. 


INFANTRY 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


Mi-Vehicle Weapon: Mirchell flV-18 

This modern-day Anti- 
Vehicle weapon was 
developed in direct 
response to mid-century 
advances in vehicle 
armor design. Made 
from polyminium, a 
new titanium-based 
amalgam, the Mitchell AV-18 body is ultra-light, allowing 
a greater portion of its travel weight to be dedicated to 
ammunition. Replacing standard HEAT [high explosive anti- 
tank) rockets with heavier, more formidable, superplastic, 
multi-warhead explosives, the Mitchell AV-18 is able to 
perforate even the most resilient cladding and cause 
extensive damage. 


1 Armor-Piercing 
Guided 

1 

Single Shot 


Mi-Vehicle Weapon: Sudnih VP 

Damage Hrmor-Piercing 
Hccurac Guided 
Magazine Capacity:] 

Fire Modes: Single Shot 

The Sudnik VP Anti- 
Vehicle weapon fires a single optically guided missile with 
a shaped charge capable of penetrating over two feet of 
steel plate. The multiple stages of the shaped charge allow 
the Sudnik to by pass traditional reactive armors without 
sacrificing the overall effectiveness of the weapon system. 


Primorij Weapon: Molhov RK-11 SMG 


f3l Sudnih VP ] G 


ffl H0FF-3000 


Slightly lighter than the 
EU Turcotte Rapid and 
due to its reinforced 
polymer stock the 
Maikov RK-1 1 SMG 
[Sub Machine Gun) 
is equally effective in 
confined environments, 
using a high firing rate 
to ensure multiple 
impact points. Like its 
EU counterpart, the 
Maikov RK-1 1 suffers a 
long range. 


2G [uiithin 12 meters] 
1 10 [beyund 35 meters] 
GOO rpm 
Lnui/Medium 
30 

Full Hutn 


great loss of stopping power at 



PflC Engineer Kit 


Key 

WeaDon/ltem 

Magazine 

Canacitu 

Hmmo 

Count 

(Ti BJ-2 Combat Knife 

— 

— 

[ 2 ] 

MaIHuv RK-11 SMG 

30 

ISO 


SPECIALIZED EQUIPMENT: HOFF-300© 

The H0FF-3000 is a high-tech 
Repair Tool equipped with 
computer analysis and a 
nano-torch that allows 


ENGINEER UNLOCKS: BRANCH A 


Unloch 1: HE Defuser 

The CPU-driven AE Defuser 
analyzes munitions characteristics 
using chemical and electronic 
sensors. An Engineer can use the 
Defuser’s embedded electrical 
neutralization apparatus to defuse 
a variety of explosive devices from 
a safer distance than previous explosives 
disposal devices. 


PAC ENGINEER: 


the engineer to quickly 
and easily repair all 
vehicles on the battlefield. 



- & 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


Outside of the recon kit’s Zeller-H, the AE defuser is the 
only other way to neutralize mines and explosives. This 
small hand-held device can be equipped by pressing (jT|. 

Aim the defuser at the explosive and step forward till the 
device acquires it — usually within five meters. Hold down 
the left mouse button to defuse the explosive, removing it 
from the map. This is a good way to remove mines, but be 
careful when approaching RDX or APMs, because the blast 
radius of these weapons is far greater than the range of 
the defuser. 

Unloch 2: NelBfll™ Vehicle ID 

The NetBat™ Vehicle ID is the first in a new line of 
upgrades to the successful Network Battlefield System. 
Combining the latest nanotech modifications with the 
synth-flex battle network allows a soldier to identify an 
enemy vehicle and transmit the data to all members of the 
network. 


Like the NetBat™ infantry ID found in the assault kit, this 
device identifies the type of vehicle targeted and relays the 
information and coordinates through the NetBat system. 
However, the information is relayed only while the vehicle is 
within the user’s sights. This can be useful when scouting 
high-value targets for squad members in a gunship. They’ll 
be able to see the vehicle’s position on their HUD, making it 
easier to hit with a TV-guided missile at long range. 

Unloch 3: PDS-1 

The microprocessor-based 
PDS-1 detects vehicles 
within the vicinity using a 
i Sonar tracking system that 
(distinguishes sub-elevation and 
atmospheric reverberations. 

I Both type and position of the 
vehicles in range of the device 
are determined and displayed 
through the NetBat™ for all 
squad members. 



Unloch 4: Pilum H-flVR 

The Pilum H-AVR [Heavy 
Anti Vehicle Rifle) lacks 
any guidance package, 
instead relying on 
the high speed of its 
projectile to eliminate 
targets. With an 
embedded, microprocessor-driven, anti-recoil system and 
steel alloy-composite structure, the Pilum H-AVR launches 
armor-piercing fin-stabilized projectiles that have proven 
far more effective against armored targets than traditional 
warheads, especially against the weaker rear armor of tanks. 


MM Armor-Piercing 
High 

1 

Single Shot 


mm 




u 



The Pilum H-AVR is basically a huge sniper rifle with anti- 
tank capability. Its armor-piercing round travels at higher 
speeds than the rockets fired by the standard-issue 
launchers, but it does approximately the same amount of 
damage. But instead of leaving behind a highly visible smoke 
trail, the projectile generates a thin blue energy trail that 
quickly dissipates, allowing the shooter to remain relatively 
concealed — an important feature when taking on tanks and 
battle walkers. The accuracy of the weapon also allows the 
shooter to target specific weak spots, like a battle walker’s 
knee joints. As with the rocket launchers, the Pilum must 
be reloaded after firing one round, and the engineer only 
carries six rounds. So make each shot count. 




The Pilum and The standard-issue rnchet launchers can destrug a Titan's turrets, ever 
uihen its shields are up. It tahes three rochets ur HP ruunds tu hnnch nut each Turret. 


The PDS-1 detects all enemy vehicles within its 1 0O-meter 
search diameter, relaying the data to each squad member’s 
mini-map indicated by the appropriate vehicle icon. Equip 
the device by pressing [§], then simply left-click to drop it 
where you want to scout for enemy vehicles or stick it to 
your own vehicle. The device continues transmitting till a 
new one is dropped or till the user dies. Use these when 
defending, to monitor the flow of enemy traffic and help 
identify choke points suitable for orbital strikes. 


ENGINEER UNLOCKS; BRANCH B 

Unlockl: 11-14 EMP Mine 

The larger, more powerful, 


stationary cousin of the EMP 
grenade, the 11-14 EMP Mine 
utilizes the same electromagnetic 
pulse methodology to fully 
immobilize nearby machinery in 
almost all situations. 










Speeding vehicles fake the heaviest damage from motion mines, os the mines often 
detonate behind the vehicle, inhere the armor is ineahest. For instance, a heolthg tanh 
tahes onlg about 15-25 points of damage if it cramls forward and allows the mine to 
detonate on its thich front armor. If it is moving at top speed, the damage dealt can be 
two to three times greater! 


Don't fire the 5RHM SS if the targeted aircraft has deployed its active defense shield — it 
will do no damage. Wait a few seconds for the shield to drop, then fire. 


The EMP mine delivers an electromagnetic shock second 
in power only to that of the orbital strike. Vehicles that 
run directly over one of these lose all mobility and weapons 
functions for about 10 seconds. This buys engineers time 
to pound the disabled vehicle with rockets or the Pilum, 
making the mine ideal for ambushes. Equip the EMP mine 
by pressing (jT| and drop one by clicking the left mouse 
button. Of the mines, these are the largest and most 
visible, so try to place them in areas where enemy drivers 
can’t easily spot them, such as in high grass, around 
corners, or at the crest of a hill. 

UnlocH S: DqsTeh Repair v2.0 

The DysTek Repair v2.0 addition 
replaces the H0FF-3000’s manual 
control with a mechanized torque 
booster, increasing the speed of 
repairs. 


This upgrade to the H0FF-3000 reduces 
the amount of time necessary to repair 
vehicles and other objects. This is most noticeable when 
repairing commander stations. Consider equipping this 
unlock if you’re tasked with baby-sitting the commander 
stations at the team’s base. This unlock only affects 
repairs conducted directly with the H0FF-3000, however — 
repairs conducted while driving or riding in a vehicle are as 
slow as ever, though the repair radius is slightly increased. 

Unloch 3: 11-29 Motion Mine 

The 11-29 Motion Mine uses an advanced 
TDD [Target Detection Device) to actively 
track and seek enemy vehicles by 
detecting their electronic and infrared 
signatures. The ll-29’s explosive yield 
is lower than traditional mines, as a 
significant portion of the mine’s housing is 
dedicated to the TDD. 


This wicked invention literally chases vehicles and attaches 
to them before detonating. The 11-29 begins tracking 
moving vehicles at approximately 10 meters. The mine only 
detects motion, however. If vehicles are moving slowly to 
begin with, they can avoid getting hit by a mine simply by 
stopping. FAVs can actually outrun mines trailing behind 
them by using their sprint function. For all other speeding 
vehicles, there is no escape. Compared to the instant-death 
AT mines from the previous installments, the motion mine 
is relatively weak; it takes two or three to knock out a 
single tank or battle walker. 


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copying or downloading expressly prohibited. 


INFANTRY 


The SAAW 86 is 
the only infantry- 
based anti-aircraft 
weapon, useful for 
filling gaps in the 
team’s air defenses. 

Unlike the standard-issue 
launchers, this missile’s 
guidance system requires a lock 
to track aircraft. Establish a lock 
by tracking an enemy aircraft through the weapon’s scope. 
Listen for the tone and watch for the Shoot prompt below 
the green bounding targeting box before firing. The shooter 
must maintain a lock on the target for the missile to hit. 
This missile does heavy damage to both gunships and air 
transports, but it lacks the armor-piercing characteristics 
to effectively knock out APCs, tanks, or battle walkers. 

In a pinch, the missile can be fired at ground targets. 
Simply aim and fire it as you would a rocket with no 
guidance — the missile cannot lock on to ground targets. 


Unloch 4: SRRW 86 finfi-fiir 

A powerful anti-aircraft 
weapon, the SAAW 
86 is built with a low- 
density steel composite 
and incorporates 
an implanted, CPU- 
controlled balance 
system to maximize portability. Launching aerodynamic, 
high-velocity rounds, the SAAW 86 is especially effective 
against moving airborne targets. 


vim. - ^ ^ i 

** High Explosive 


Guided 


2 


„ H Single Shot 


ry . 








Shuho LUG 200 GOO 


flHUB-31 


ENGINEER TACTICS 

Need to blast an enemy tank? Look no further than the 
engineer kit. This kit is packed with weapons and equipment 
to take out vehicles of all types. The standard-issue rocket 
launchers and the Pilum H-AVR unlock are awesome anti- 
tank platforms, capable of punching through the thick 
armor of tanks and battle walkers. For best results, try to 
hit tanks from the rear where their armor is the thinnest. 
Battle walkers are weakest in their legs and knee joints. Or 
walk between their legs and aim up to fire a rocket or AP 
round into their vent port for an instant kill! 

The mines are also effective anti-vehicle weapons. Use 
them to block enemy traffic at narrow choke points, or 
deploy them around control points and silos for defense. 

The SAAW 86 unlock gives the engineer anti-air capability 
as well, which is useful for knocking down enemy gunships 
and air transports. 

But the engineer is also vital in a support role, repairing 
vehicles and other objects. The engineer’s trusty wrench 
has been updated with the H0FF-3000 — a blowtorch- 
like device. Remember, the engineer can repair damaged 
objects while riding in or driving a vehicle. Use this 
capability to provide repairs during offensive advances. 


fin Ranchi LHC 150 600 


ID AAUB-31 


Tahao T20 Pistol 15 GO 


fin P33 Pereira Pistol 10 GO 


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copying or downloading expressly prohibited. 


PriiMii Weapon: Bianchi LNG 

The Bianchi FA-6 
Light Machine Gun is 
remarkably effective 
as a provider of 
suppressive fire 
given its all-condition 
resilience and lengthy 
firing duration. Unlike 
its 21st century 
precursors, with its 
heat-resistant metal alloy components and computer-driven 
thermal transfer system, the Bianchi FA-6 requires neither 
mid-battle barrel changes nor maintenance, allowing for 
rapid, uninterrupted fire. With a retractable bipod, the 
Bianchi FA-6 is most accurate when fired from the prone 
position. 


ffil [within 30 meters] 
14 [beyond 70 meters] 
900 rpm 
Medium 

150 

Full Hutu 


PAC SUPPORT 


PflC Support Hit 
Magazine 

Heu Weanon/ltem Capacity 

m BH Combat Unite — 


Strong Against: Infantry 
Meah Against: Armored Vehicles 


From delivering ammo to detecting stealthy infantry, 
this kit creates the true multi-talented force on the 
frontline. Shielding offers the support soldier a measure of 
protection, as his wide-ranging capabilities take him across 
he front line to eliminate infantry with machineguns or 
a well-placed sentry gun, and disrupt vehicles with EMP 
grenades. 

SEU SUPPORT 

EU Support Hit 

Magazine Ammo 
Heu Weapon/ltem Canacitu Count 

m BHCombalHnife — ^ 










This hand-thrown EMP weapon isn’t as strong 
as the EMP mine, but can still immobilize 
vehicles for approximately 1 □ seconds. Multiple EMP grandes 
used against a target can keep it slow or stationary. Tanks 
and battle walkers retain their weapons and turret functions 
when hit by a single EMP grenade, however. To fully disable 
these threats, layer on the EMP damage by tossing multiple 
grenades, giving engineers or nearby vehicles time to pound 
them with rockets and other armor-piercing rounds. EMP 
grenades also scramble the HUDs of infantry, useful during 


The A1 2 Enforcer is one of the support kit’s most popular 
unlocks — and the hype is well deserved. This deployable 
weapon system has a firing arc of approximately 90° 
making it useful for covering narrow areas like alleys and 
corridors. Like the APM, place it facing toward the enemy 
or area you wish to cover. Avoid placing it on hills or in 
gullies. The weapon has difficulty acquiring and hitting 
targets above or below the surface it’s deployed on. 
Although it can detect and fire at enemies at long range, 
it’s most accurate [and deadly) within 50 meters. Try to 
place it in blind spots to catch enemies by surprise. 

The support soldier can deploy only one sentry gun at a 
time, but he can receive another one from an ammo hub or 
supply drop. Plus, all of the A1 2’s kills are credited to the 
support soldier who placed it, reinforcing the need for a high- 
traffic location. Despite what the manufacturer says, the 
weapon’s ability to distinguish between friend and foe is still 
a work in progress. If you value your kneecaps, stay out of a 
sentry gun’s line of fire once it opens up. 


SUPPORT UNLOCKS: BRANCH A 


Unloch 1: VS EMP Grenade 


Unlike a standard grenade, which generates 
physically damaging fragmentation, the V5 
EMP Grenade releases an electromagnetic 
wave that creates a short-circuit effect, 
temporarily slowing or disabling nearby 
vehicles and electronic devices. 


Although this device is highly specialized, it’s also very 
useful given the popularity of active camo. Like all NetBat™ 
upgrades, this one doesn’t have to be activated. It’s 
automatically integrated into the system once it’s equipped 
in the customization screen. Enemy players activating 
or deactivating active camo systems within the device’s 
compact radius show up as red diamonds on the HUD. This 
information is also relayed to team members, alerting them 
of invisible enemies. Because of the device’s limited range, 
this unlock is best used when defending small areas, like 
control points, silos, or the Titan. 

Unloch 3: 1112 Enforcer Senfrij Gun 

Deployed in key defensive 
positions, the automated A12 
Enforcer Sentry Gun system 
utilizes a combination of infrared 
and optical tracking to identify, 
trace and engage enemy 
combatants in medium range. 

Able to distinguish between 
soft and hard targets, the A1 2 Enforcer can alternate 
firing procedure to avoid hitting friendly targets in the line 
of fire. 


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copying or downloading expressly prohibited. 


INFANTRY 


Unlock 2: NefBaf™ Active Como ID 


IMetBat™ Active Camo ID was introduced as a 
countermeasure to the IT-33 active camouflage system. 

It is designed to detect, track, and report on the energy 
signature of the active camo system. If a soldier activates 
or deactivates an IT-33 system within the detection radius 
of the IMetBat™ Active Camo ID, the system will instantly 
report the activity to the user and other members of the 
Networked Battlefield. 


Primoni Weapon: ShuHo LMG 

Like its EU counterpart, 
the Bianchi FA-6, 
the PAC Shuko K-80 
Light Machine Gun 
provides invaluable 
support to assault 
operations through 
unrelenting suppressive 
fire. Shooting smaller, 
nitrocellulose-molded, 
caseless ammunition, the Shuko K-80 boasts higher clip 
capacity, resulting in less frequent reloading, albeit at the 
expensive of per-round stopping power. Like the Bianchi FA- 
6, the Shuko K-80 is more precise when stabilized on its 
protracted bipod. 


SO [within 30 meters] 
14 [beyond 70 meters] 
900 rpm 
Medium 

200 

Full Huto 


SPECIALIZED EQUIPMENT: AHUB-31 


The AHUB-31 Ammo Hub 
completely refills both soldier and 
vehicle ammunition stores. 








Unlock 4: Ganz HMG 

Even more dependable 
than the Bianchi LMG 
and more relentless 
than the Shuko LMG, 
the Ganz HMG (Heavy 
Machinegun) is the 
crowning achievement 
in light machine gun 
design. Engineered 
from superlight polymer 

matter, upgraded with an ultramodern onboard stabilization 
and heat-reduction system, and fitted with an electronic 
double-magazine feeder, the Ganz HMG is unmatched in 
power, quality, and consistency of fire. 


22 [within 15 meters] 
IB [hepnd 60 meters] 
600 rpm 
Medium 

ISO 

Full Hutu 


If it’s stopping power you seek, the Ganz HMG delivers. It 
is capable of mowing down a small squad in a matter of 
seconds. This weapon fires a higher-caliber round than the 
standard-issue light machine guns, causing significantly 
more damage per hit. The Ganz exhibits fierce recoil, 
though, and is prone to overheating during sustained fire. 
To combat the effects of recoil, always fire from a prone 
position. Keep the weapon on target and at operational 
temperature levels by firing in short, controlled bursts. 
Since it’s most effective in a stationary position, use the 
primarily for defense. Find a good cover position and 
it for enemies to step into your line of sight. 

The Ganz HMG is just a killer in my eager hands. The 
accuracy grows exponentially when lying down, so try to 
always hit the dirt before firing. Also aim low and squeeze 
the trigger in small bursts. Sustained fire will not only cause 
it to kick and become horribly inaccurate but will cause it to 
overheat, which will temporarily shut the weapon down. The 
Ganz, despite its ferocious power, doesn’t have the Rate of 
Fire to make it a stone-cold killer in close quarters, so aim 
for the head when toeing up against assault rifles at close 
range. At 50 meters, though, this thing kills like nothing 
else in the game. And its large-caliber rounds seem capable 
of hitting people behind soft cover. 


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copying or downloading expressly prohibited. 


SUPPORT UNLOCKS: BRANCH B 

Unlock 1: IPS Shield 

Able to withstand short durations 
of direct, small- and medium-caliber 
fire, the IPS (Infantry Protection 
Shield) is a personnel-scaled, 
ion-charged shield employed by 
infantry for temporary individual 
protection. The system is not 
designed to withstand vehicle- 
mounted munitions. 


The support soldier carries one portable shield, useful 
during both offensive and defensive operations. The support 
soldeir can deploy another shield (replacing the first) once 
rearmed. Drop the shield in front of a firing position, and 
drop prone behind it. The shield blocks all incoming small- 
arms fire, so stay behind it when taking heavy fire. The 
shield can be destroyed with heavy fire or a well-placed 
sniper round in the device’s gray control box, however. 

To avoid being flanked, deploy the shield at intermediate 
ranges, preferably in an alley or hallway — ideal for Titan 
defense. 

Unlock 2: Advanced Ummo Hub 

Using the Advanced Ammo Hub, an 
infantryman can greatly increase 
the rate that ammunition can be 
delivered to his peers. 


Just as the advanced med hub 
replaces the standard medical hub, 
this unlock replaces the standard ammo 
hub, increasing the rate at which ammo is dispensed. It’s 
not a vital piece of equipment, but you must unlock it to get 
the DysTek pulse meter or the Clark 15B shotgun. 

Unlock 3: DysTek Pulse Meter 

The DysTek Pulse Meter is a short- to 
medium-range detection device that allows 
soldiers to scan for enemies behind cover 
using sonic differentiation and acoustic 
analysis to identify and track human heart 
rhythms in the immediate vicinity. 


— Jason “Space Ape” Wigle 








The light and heavy machineguns are unique, since their accuracy increases as they are 
i fired. Houiever. they alsu overheat. 


In the right hands, the Clark 15B is one of the most 
devastating weapons available. But it takes a player with 
great aim and a cool head to get the most out of this 
bad boy. As with most shotguns, it’s most effective at 
close range. But its spread is relatively tight, making it 
capable of injuring and even killing enemies at distances of 
30 meters and beyond. The weapon uses a seven-round 
magazine, allowing for quick reloads. But it has a slow Rate 
of Fire, resulting in a noticeable delay between shots. 


For Titan assault, few other weapons in the game 
compare to the Clark 1 5B shotgun and nothing is its 
equal. One shot, one kill (at close range). Just don’t 
miss or you’ll be wishing you had an assault rifle. Its 
Rate of Fire isn’t horrible, just slow enough to make 
you wish you had a different weapon if you’re feeling 
jumpy. It’s important to take your time, place your 
crosshairs center-mass-high, and BOOM BABY! 

— Jason “Space Ape” Wigle 


This hand-held device detects the presence of enemies 
behind solid objects. Simply point the device toward the 
area you wish to scan and click the left mouse button 
to activate it. All enemies within range show up as red 
diamond icons on the HUD. But these positions are merely 
a snapshot. The device does not update movement, so 
either act quickly on the intel or follow up with repeated 
scans. The device takes approximately 10 seconds to 
recharge after each scan. Use it to locate enemies hiding in 
urban areas or within the Titan. 

Unloch 4: Clark 15B Shotgun 

Built with kylonite, an 
advanced thermoplastic 
shell material, and 
a polymer drum 
magazine, the gas- 
operated Clark 1 5B 
Combat Shotgun fires 
the latest fin-stabilized 
flechette Frag-1 5 
rounds, which produce 

a circular damage pattern, most effective against close- 
range, light armored infantry. 


SylSxIS [luiThin IS meTers] 
4x12 [beyond 35 meters] 
N/fl 

Luui/Medium 

7 

Semi Auto 


SUPPORT TACTICS 

Of all the kits, the support kit has changed the least since 
Battlefield 2. Support soldiers still lug around a light 
machine gun and ammo and, as in the previous century, are 
masters of suppressive fire, a vital element in any infantry 
assault. Lay down high volumes of fire on enemy positions 
to keep their heads down while your squadmates flank. The 
machine guns and the A12 sentry gun unlock are great on 
defense, too, especially onboard the Titan. Use a sentry 
gun to guard one corridor while you cover another with a 
light machine gun or the Clark 15B shotgun. 

As usual, ammo is in short supply, so it’s up to the 
support soldier to keep his squad shooting by dropping 
ammo hubs. Engineers are particularly reliant on the 
support soldier, as they run out of rockets and mines very 
quickly. Drop an ammo hub near your squad’s engineer, or 
stay nearby and respond as ammo is requested. 

For veterans, the EMP grenade unlock is a welcome 
addition, finally giving the support kit some anti-vehicle 
capability. While these grenades are good at disabling 
vehicles, the support soldier must rely on engineers or 
recon troops to finish the vehicles off with rockets or RDX. 
Still, disabling vehicles is better than constantly running 
away from them. The occupants might even panic and 
vacate the vehicle — be ready to cut them down and claim 
the vehicle for yourself. 


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copying or downloading expressly prohibited. 


INFANTRY 


_ 





Use these unlocks to gain a slight edge on the battlefield. 
Once unlocked, player abilities are available to all kit 
types. But like the kit upgrades, they must be unlocked 
sequentially, beginning with the FRG-1 and ending with the 
extra grenade upgrade. 

UNLOCK 1: FRG-1 GRENADE 

Hand-thrown, the FRG-1 is a modernized 
Fragmentation Grenade which yields a 
small but highly lethal explosive radius. 

By substituting the traditional TIMT filter 
with the RDX chemical compound, PNC 
(polyethyl nitrate cyclobutane) the grenade 
offers a lighter grenade with enhanced 
effectiveness. 





This unlock makes most sense to players who gravitate 
toward the engineer kit. The addition of an extra SMG 
magazine is much more substantial than a few extra 
rounds in the pistol. 


If you do a lot of sprinting, this is a worthwhile unlock. It 
also helps offset the fatigue caused by wearing body armor, 
allowing armored players to sprint farther than normal. 

UNLOCK 3: STAfcflNAR 9 
RECOVERY SYSTEM 

The Staminar 9 Recovery System is also a swallowed 
capsule, immediately accelerating muscle recovery so 
one can regain sprint speed in less time. Automatically 
administered prior to combat, the capsule is long-lasting 
with no side effects. 


With this unlock, the sprint meter regenerates much 
ster, so the soldier requires less rest time between 
prints. When combined with the prerequisite Sprintcor 
20 enhanced endurance and light body armor, this 
unlock allows players to sprint great distances with less 
downtime. 

UNLOCK 4: MAXCL1P 

The Sidearm Ammo Upgrade equips the pistol with a 
larger-capacity clip, adding 2 rounds to the EU’s sidearm, 
the P33 Pereira, and 3 rounds to the PAC’s primary 
sidearm, the Takao T20. The Engineer will receive an 
additional clip for his SMG. 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


UNLOCK 5: EXTRA GRENADE 

This upgrade allows you to carry one additional Frag, EMP, 
and Smoke grenade. 


This is a welcome unlock for those who rely on grenades. 
This is especially helpful to those using the FRG-1 and the 
SG-34, increasing the grenade count to three, from two. 


This is a standard frag grenade, equipped with a timed 
detonator. It may not sound too impressive, but you will 
sorely miss this weapon when knee-deep in a firefight. 

It is one of the must-have unlocks. When thrown, the 
grenade bounces and rolls around before detonating. At 
close quarters, bank the grenade off walls to hit enemies 
hiding around a corner. The FRG-1 is essential during Titan 
assaults. Use it to help clear corridors or the reactor 
room. Only two grenades are provided at a time, so stay 
near a support soldier or ammo hub to keep stocked. 


UNLOCK 2: SPRINTCOR 20 
ENHANCED ENDURANCE 

The Sprintcor 20 Enhanced Endurance is an orally 
ingested, immediately activated energy boost, increasing a 
person’s sprint capacity. Automatically administered prior 
to combat, the effects of Sprintcor will last throughout a 
battle’s duration. 


These three unlocks further enhance the squad leader’s 
ability to assist the squad. But before they can be 
deployed, each unlock requires a minimum number of squad 
members: three for the SLSB, four for the RD-4 Otus, and 
five for the SD-8. Only one of these unlocks can be equipped 
at a time, so choose carefully, making sure the device best 
meets the squad’s needs. 

UNLOCK 1: SLSB 

The SLSB (Squad Leader Spawn Beacon) 
allows players to quickly deploy at the 
beacon’s current location via drop- 
pod. The training for proper use of 
the device is only available to squad 
leaders. 


This device is an excellent back-up 
if the squad leader is killed. There 
must be a minimum of two players in the 
squad (including the squad leader) before the squad leader 
can deploy a beacon. The squad leader should drop this 
when the squad needs to hold ground or apply offensive 
pressure to a particular area. This is most helpful when 
placed on the enemy Titan during assaults. If it’s deployed 
on the ground, drop it away from high-traffic areas, as the 
incoming assault pods are likely to draw some attention. 

The SLSB emits a constant beeping sound. Use this 
sound to locate enemy spawn beacons and destroy them. 
Only one spawn beacon can be deployed on the map at a 
time. If you want to place a new beacon, the previously 
dropped beacon must be picked up ((g)) or destroyed. 

UNLOCK 2: RD-4 OTUS 

The airborne RD-4 Otus is a short- 
range reconnaissance drone 
used to identify the location 
and movement of enemy forces 
behind cover using sonic 
differentiation and acoustic 
analysis to identify and track 
human heart rhythms. Enemy 
targets are transmitted to the squad’s 
NetBat™ System. The training for proper use of the device 
is only available for squad leaders. 







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copying or downloading expressly prohibited. 


Think of the Otus as an extra set of eyes. The 
reconnaissance drone can be deployed only if there are a 
minimum of three squad members. Once activated, it scans 
360 degrees around the squad leader, identifying any 
nearby enemies and automatically relaying the information 
to squad members. Contacts show up as red diamond 
icons on the HUD of each squad member. 

The drone floats above the squad leader’s head at all 
times, serving as a bull’s-eye of sorts, identifying the 
squad’s spawn point. It has a very limited range and is best 
reserved for close-combat situations. 

UNLOCK 3: SD-8 ACC1P1TER 

The SD-8 Accipiter is a flying sentry 
drone with assault capabilities, 
armed with an optical tracker and 
multi-barrel rotating cannons. 

Targets are acquired by the 
squad’s NetBat™ System, £ 

allowing all members of the 
squad to utilize the drone. The 
training for proper use of the device is only 
available for squad leaders. 

The SD-8 must be given targets by squad members using 
the NetBat system. This drone requires a minimum of four 
squad members before it can be deployed. Like the Otus, 
it floats above the squad leader’s head and scouts for 
targets. Once it spots enemy infantry, it opens fire. 

The Accipiter’s range and accuracy are similar to that of 
the A1 2 Enforcer sentry gun from the support kit, so don’t 
expect it to kill enemies at 1 00 meters. At ranges beyond 30 
meters, it’s little more than a suppressive weapon, firing a 
constant barrage of lead at enemy troops. Use its firepower 
to locate and pin enemies, while squad members flank. 




BJ~2t COMBAT KNIFE 

The BJ-2 is carried by 
all EU and PAC troops 
and can kill with one 
slash. Use this primarily as 

a stealthy weapon, deploying it only when you have the 
jump on your opponent, earning your foe’s dog tags in the 
process. It’s also a last-resort back-up when your weapons 
are out of ammo. But never charge a firearm-equipped 
opponent head-on with a knife — you’ll probably be mowed 
down before you’re even within striking range. 

PISTOLS 

P33 Pereira Pistol [El] 

The P33 is a very 
competent back-up 
weapon when your 
primary weapon is out 
of ammo or lacks close- 
quarter capability. It 
has only a 10-round 
magazine, so make 
each shot count. 


toffijiSl [within 8 meters] 
8 [beyond 30 meters] 
N/R 
Low 

8 

tjpmi Mn 



■’ 2 


If equipped with a drone on the Titan, don't 
deploy it till you're inside. Ithas a hard time 
maneuvering through the cramped entry points, 
and often destroys itself hy smashing into walls 
and low ceilings. 


Tahao T20 PisFol [PHC] 

magazine capacity than 
the EU’s P33, giving it 
a slight advantage in 
pistol duels. But PAC 
troops carry the same 
60 rounds of pistol 
ammo as the EU, so 
don’t fire too wildly. 


[within 12 meters] 
8 [beyond 30 meters] 
N/R 
Low 

12 





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copying or downloading expressly prohibited. 



AA TURRET 


RAILGUN 


Railguns are found near most control points, bases, and 

silos, and are useful for knocking out ground vehicles. Each 

shot from a railgun causes approximately 

the same amount of damage as an 

engineer’s rocket launcher. But the 

railgun delivers its energy blast with • 

pinpoint precision and lightning-quick , 

speed, making it great for targeting /■ / K : 

vulnerable areas of tanks and 

.battle walkers. 

Access the weapon’s zoom jLaM 

function by right-clicking. It 
takes about three seconds 
for the railgun to recharge 
after each shot, so stay seated or A 
prepare to bail if you’re detected. 


The new and improved AA turret fires both flak and EMP 
missiles, ideal for shooting down any air threat. Hold down 
the left mouse button to fire the flak cannons, aiming 
directly at an enemy aircraft. Flak chews up gunships and 

air transports quickly; 
it doesn’t take many 
hits to knock them 
of the sky. Fire 

i EMP missiles by 

clicking the right mouse 
itt button. These missiles have minimal tracking ability, 
ft, so try to fire them directly at an aircraft as it flies 
away or toward you. 

If you score a hit, the aircraft’s flight controls will be 
disabled, causing it to crash. But to ensure a kill, stick with 
the flak cannons. The flak cannons can also be turned on 
infantry and FAVs. Flak can’t penetrate the armor of APCs, 
tanks, or battle walkers, but the EMP missiles can disable 
them, buying you enough time to get away. 









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copying or downloading expressly prohibited. 




Like the infantry troop kits, vehicles are another set 
of tools with their own strengths and weaknesses. No 
one vehicle dominates the battlefield, so it takes a firm 
understanding of which vehicles match up best against 
varied opponents. Use this chapter to study the different 
ground and air vehicles, as well as the weapons systems 
deployed by each. 


DRIVER TRAINING 



Consider switching to an external view luhen driving. 
Toggle external views with (cj or press ( fio) for 
a rear chase view. 


Driving a vehicle is 
as intuitive as moving 
your soldier. To get 
inside any vehicle, 
simply stand near 
it and press E. By 
default, you enter 
the vehicle’s driver 
position, assuming it’s 
unoccupied. Switch 
to other positions by 
using fun ction keys, like 
1 F2 ] and [F3 ] . Press 
(ED to return to the 
driver’s position. All surface vehicles use the same default 
movement keys as the soldier: © to move forward, E to 
reverse, ® to steer left, and El to steer right. 

If the vehicle is equipped with a turret, pan the mouse to 
rotate it and click the mouse buttons to fire its weapons. 
Moving the mouse while driving a vehicle without a turret 
causes the player’s head to turn left and right. To make 
driving easier, consider switching to one of the third-person 
external views by p ress ing E. If you prefer the first-person 
perspective, press (EE. You can hop out of a vehicle by 
pressing E at any time. 

Vehicles respond to their environment, just as they 
would in the real world. For instance, you can usually 
move faster on roads than you can through marshlands or 
snow. Depending on the vehicle’s durability, it can also be 
damaged by running into objects — the higher the speed of 
impact, the more damage dealt to the vehicle. And unless 
you’re in a walker or the PAC APC, which has a higher 
tollerance for water than other vehicles, no land vehicle is 
salvageable if driven into deep water. So take care of your 
vehicle and keep it at full strength. Otherwise you’re just 
making destroying it easier for your opponents. 


ACTIVE DEFENSE 

All APCs, tanks, battle 
walkers, and aircraft 



are equipped with 
the active defense 
countermeasure. 

This deployable green 
energy shield surrounds 
the vehicle, blocking 
incoming missiles and 
shells. Press ® to 
activate it. The shield 
lasts for only about five seconds, and it takes 1 2-1 5 
seconds for it to regenerate. Because of these limits, 
deploy this shield only when your vehicle is under attack or 
when missile lock-on warnings sound. Likewise, hold your 
fire when an enemy has deployed its active defense. 

If deployed at the right time, active defense can give you 
an edge in any encounter. These countermeasures are 
particularly helpful during tank-on-tank and tank-on-battle- 
walker duels. Battle walkers can use active defense for 
protection while rushing a tank to use their powerful (but 
highly inaccurate) rockets at close range. 



Wm~tS BANDIT 


Quick and agile, the three- 
occupant, MK-1 5 Bandit is a 
high-performance, four-wheel- 
drive FAV used primarily as a 
multi-terrain, front line, battle 
transport. Armored only with 
lightweight ceramic elements 
and Triplex plates, the latest 
aramid fire-resistant synthetic fiber, the Bandit sacrifices 
protection for speed, boasting 


1 El) 

Fas! 

Hone 

H/H 
30 seconds 


a pulsed plasma thruster 
(PPT), providing short 
bursts of unrivaled 
acceleration. The 
Bandit is armed 
with a single, 


If lefl unoccupied, all vehicles moved from Their inilial spauin poInT eventually self- 
deslrucl. Lihe all destroyed vehicles. Ihe vehicle spauins again alils inilial spauin poinl 
afler a pre-sel number of seconds elapse. 

medium-caliber, 

anti-infantry 

repeater. 


w 





v 


r.CJ 


3 *' 


\ :■ 





ARMORED PERSONNEL 
CARRIERS (ARCS) 


MH-15 flrmamenr 

Crem Position Primaru Fire 


(F 2 ~) Gunner Lioht Machine Gun x S 


(F3~) Passenger 


Troop Hit 


ID Passenoer Troon Hit 

FAV TACTICS 

The FAVs are the fastest ground vehicles, making them 
ideal for rushing neutral control points or silos at the start 
of a battle. The FAV’s speed also gives it its best chance 
at surviving close encounters with the enemy vehicles and 
infantry. The MK-15 and UAZ-8 are both equipped with a 
spee d-boo st option. To activate this, hold down the sprint 
key ((Shift)) while accelerating with ©. 

This increases the speed of the vehicle tremendously, so 
use it only on straight roads or flat terrain. Attempting to 
turn while the speed boost is activated can lead to rollovers 
and spectacular crashes, so be careful. Like a soldier’s 
sprint option, the speed-boost option can be used for only 
a few seconds, indicated by the sprint meter in the bottom 
left corner of the screen. If the sprint meter is depleted, the 
speed-boost function must recharge before it is used again. 


UAZ-8 OCELOT 


Crem Position 


UflZ-8 Rrmamenr 

Primary Fire 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

Outside of speed, the FAVs have few defensive features. 
The lightweight materials used to construct their chassis 
are vulnerable to even the lightest small-arms fire. Plus, 
the open driver and passenger compartments leave all 
occupants exposed. 

But the FAVs have some defensive teeth in the form of 
machine guns mounted in a turret on the top of the vehicle. 
These rapid-firing weapons are useful only against infantry 
and other FAVs, as their rounds cannot penetrate armored 
vehicles. They can’t even pierce the relatively light armor of 
gunships and air transports, leaving the FAV at the bottom 
of the food chain in combat. So stay away from high-traffic 
areas by heading off-road, using the vehicle’s speed and 
maneuverability to stage base raids or attack enemy-held 
positions from unexpected directions. 

FAV WEAKNESSES 

When attacking an FAV, target its occupants first. Because 
of the openness of the crew positions, it is entirely possible 
to kill all of the vehicle’s occupants without scratching the 
FAV’s paint. If you can’t get a good angle on the driver or 
passengers, open fire on the vehicle’s wheels. 


AVM-2 I3ROIINDHOC5 


is armed with 


an EMP 


launcher 


to disable 


enemy 
vehicles 
long enough 
to escape. 

The AVM-2s are 
outfitted with ejecting 
assault pods, which soldiers 
can use to mobilize against 
airborne targets. 


PI1C 
FflSf 
None 

N/H 
30 seconds 


In 2032, the PAC developed 
the UAZ-8 Ocelot FAV based 
on a stolen Bandit prototype, 
creating an equally dexterous, 
high-speed, off-road-capable 
transport medium. Substituting 
a boron carbide-filled resin 
aggregate armor system for the 
Bandit’s ceramic-based matrix, the UAZ-8 Ocelot trades 
a negligible decrease in protection in 
exchange for an increase of 
five miles-an-hour maximum 
speed. Similar to its FAV 
contemporary, the 
UAZ-8 Ocelot also 
provides short- 
duration 
speed boosts 
through a 
hypochlorite- 
based, fuel- 
oxidization 
injector. 


The AVM-2 Groundhog is a 
specialty personnel carrier, 
used to deliver infantry into 
escalated conflict areas. This 
near impenetrable transport 
is fortified by a multifaceted 
35 seconds armor arrangement, including 
P an amalgamated polymer 

lattice under five layers of alternating steel and ceramic 
plates, coated with extreme 
temperature resilient 
Kevlar. The driver 


EU 
Medium 
Medium 

HcNve Defense 
i WliBni 35 seconds - 









If falling heavy file while driving an HP, 
and escape in an assault pod. 


smllch lo one of the rear machine gun positions 


Assault Pod 


®B| EU/PHC ^ 


I EU/PflC 
Fas! 

Light 

N/fl 

. N/fl 


" /n 


The APCs are equipped with 
assault pod launchers in 
the four rear machine gun 
positions. When occupying one 
of these positions, left-click 
to fire the machine gun and 
right-click to launch yourself 


(D 

Pnssennerl 

Linht Machine Gun 

Assault Pod Launcher* 

0 

Passenner B 

Lioht Machine Gun 

Assault Pod Launcher* 

© 

Passenner 3 

Linht Machine Gun 

Assault Pod Launcher* 

© 

Passenner 4 

Lioht Machine Gun 

Assault Pod Launcher* 


* = Titan mode only 

BTR-4 ROMANOV 

Almost identical to the AVM-2 
kLf pop Vi Groundhog, the BTR-4 Romanov 

provides a highly secure means 
for infantry to penetrate hotly- 
contested battle zones. Utilizing 
a ready-launch assault pod 
system, the Romanov is very 
effective as a Titan assault 

vehicle, propelling infantry directly into close-range strike 
positions. The driver’s side is fitted with a gas-actuated, 
medium caliber automatic, as well as a vehicle-disabling 
EMP grenade launcher. The gunner mans a medium-range, 
auto mortar. 


f PIIC 
Medium 
Medium 

Active Defense 

™ BIB 35 seconds 


APC TACTICS 

The new APCs benefit from thicker armor, but lack the 
offensive punch offered by their predecessors in Battlefield 
2. The driver has access to a turret equipped with a 
machine gun and an EMP grenade launcher. The machine 
gun is rather standard, but the grenade launcher is capable 
of causing light EMP damage to vehicles, causing them to 
slow down but retain weapon functions. Like any grenade 
launcher, the EMP grenades are lobbed in an arc-like 
trajectory, so elevate the aim to compensate for distance. 
But the launcher fires slowly, and the reload process after 
each shot is lengthy, preventing it from completely disabling 
enemy vehicles with successive EMP hits. 

Unlike the EMP grenade launch er, th e APC’s mortar, 
accessible from the gunner seat [ 1 F2 1 ), fires three high- 
explosive shells at a time. The mortar is most effective 
against infantry and FAVs, but can also do light damage to 
armored vehicles. It has amazing range, being capable of 
accurately shelling an area more than 300 meters away. At 
such ranges you can’t always see where the shells land, so 
ask a squad member to act as a forward observer. 

Each of the APC’s four rear crew positions is equipped 
with a machine gun, ideal for defending the vehicle’s flanks 
from infantry sneak attacks. Because of its relatively 
lightweight weapons, the APC can’t survive toe-to-toe 
duels with enemy tanks and battle walkers. During such 
encounters, it’s best to hit the enemy vehicle with EMP 
grenades and mortar rounds while attempting to escape. 


APC WEAKNESSES 

The APC’s armor is resistant to all small-arms fire, so don’t 
bother shooting it with an assault rifle or a machine gun. 
Instead, hit it with armor-piercing munitions or slap some 
RDX to its side. An APC’s armor is weakest at the small, 
vent-like areas on the top and rear. These spots are weak 
only against the infantry handheld anti-vehicle weapons. 


BTR-4 flrmamenr 


Kei| 

Crem Position 

Primaru Fire 

Secondaru Fire 

(ED 

Driver 

Lioht Machine Gun 

EMP Grenade Launcher F7B1 

(ED 

Gunner 

Mortar Launcher 

— 

(ED 

Passenoerl 

Lioht Machine Gun 

Assault Pod Launcher* 

(ED 

Passenner A 

Lioht Machine Gun 

Assault Pod Launcher* 

(ED 

Passenner 3 

Lioht Machine Gun 

Assault Pod Launcher* 

(ED 

Passenner 4 

Lioht Machine Gun 

Assault Pod Launcher* 


* = If you are near a Titan, these launch you enough to reach it. 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


AVM-2 Armament 

Aeu Crem Position Primary Fire Secondary Fire 


© 

Driver 

Lioht Machine Gun EMP Grenade Launcher F7B1 

© 

Gunner 

Mortar Launcher 


VEHICLES 




skyward in an assault pod. The pod 
faces toward the Titan automatically, 
when you are within range of it. The pod 
is capable of traveling a maximum of 
approximately 325 meters when fired in 
a flat trajectory — use the flag and Titan 
icons on the HUD to judge approximate 
distance to your destination. This is a 
great way to get around the map and 
to stage surprise airborne assaults on 
enemy-held silos. 

While airborne, use the mouse and 
standard movement keys to guide the 
pod. With some practice, you’ll be able 
to land your pod just about anywhere. Try 
landing on enemy troops or FAVs to score instant kills. 
Landing on top of armored vehicles causes significant 
damage too. All sorts of creative mayhem can be achieved 
through assault pods, so keep your mind open to new 
tactics and possibilities. For instance, land on a battle 
walker, drop some RDX on its top hatch, then jump off and 
detonate the explosive. 

The APC’s assault pods are also one of the best ways to 
board the enemy Titan. Before launching toward a Titan, 
make sure its shields are down. You will die if you land on 
its shields. Next, move the APC within 200 meters of the 
Titan and launch. If you launch from farther out, you’ll have 
a tough time gaining the altitude and distance necessary to 
land on top of the Titan. Try to land on one of the Titan’s 
two rear decks, where the entry points are located. 


Assault pods ore also used mhen electing from air transports. Vou still need gour 
parachute mhen bailing out of a gunship. The assault pods used uihen spauining on a 
squad leader's spauin beacon device lach the control offered bq the other pods. This 
is because the pod is Inched onto the SLSB's coordinates. But qou can still mahe minor 
course corrections uihile descending. 


r 

hi 

* 

1 _ ] — W 

fANKS 

1 


AS TIGER 


EEjjji eu 

Medium 

“-0 

The A8 Tiger is the latest 
version of the A-series heavy 
tank division, adding a Non- 



Heavq 

Active Defense 
.I' tf r SO seconds 


Explosive Reactive Armor 
[NxRA] package to its standard 
composite construction. An 
additional Active Defense 
System enables the Tiger to 
withstand orbital strikes and missile attacks. Increased 
engine torque and power-to-weight ratio enable the 
track-based Tiger additional mobility and improved speed 
across rugged terrain. The Tiger is equipped with a driver- 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

controlled main cannon and a rapid-fire, high caliber 
repeater at the second position, providing robust firepower 
against ground-based infantry and armored vehicle targets. 



Kei 


FH Driver 


118 Armament 

Crem Position Primaru Fire Secondary Fire 


Main Gun [401 


Main Gun Zoom 


(Em 


Heavu Machine Gun — 



The HA Tiger is exfremelq wide, mahing if difficult To moneuver in norrooi village streets. 
Hatch qour speed to avoid tahing damage from roadside obstacles. The armor on the 
Tiger's turret, especially at the rear, is significantly oieaher than the armor on its chas- 
sis. Hhen attaching the Tiger from the side or rear, aloiaqs aim for the rear portion of its 
turret to maximize damage. 


TYPE 32 NEKOMATA 


Utilizing state-of-the-art, air- 
assisted levitation technology, 
the Type 32 Nekomata hover 
tank is the very latest in 
armored combat, boasting 
unmatched mobility across 
almost any topography. Similar 
to the A8 Tiger, the Nekomata 
incorporates NxRA technology into its composite armor 
base and uses an Active Defense System to ward off high 
impact, airborne weapon attacks. It also matches the A8 
attack capabilities with a driver-controlled cannon and 


second position repeater. 


PAC 
Medium 
Heavy 

Active Defense 
50 seconds 







Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


Heu_ 


Type 32 firmament 

Crem Position Primary Fire Secondary Fire 


(ED 


Driver 


m Gunner 


Main Gun M 



Heavy Machine Gan — 



The Type 32 has no Turret. The mhole tanh must rotate mhen aiming at targets. This can 
tahe a uihile to get used to hut it's lust like controlling a soldier— a clumsy, drunk 
soldier. Still, the hover tank's ability to strafe is vital in combat. Strafe left and right to 
avoid incoming shells or rockets. In tank battles, the Type 32 can outmaneuver the H8 
Tiger by circle-strapng around it to score critical hits on its rear armor. 


TANK TACTICS 

Despite the introduction of battle walkers, tanks still 
rule the battlefield. But this time around, teamwork is 
necessary to take full advantage of the each tank’s arsenal. 
As usual, the driver mans the main gun. The guns on the 
A8 and Type 32 fire large armor-piercing shells. Instead 
of a firing coaxial machine gun, right-clicking while in the 
driver position brings up a zoomed view for the main gun. 
Shells are still lobbed, so elevate the barrel to compensate 
for distance when engaging targets at long range. 

The second crew position in the tank controls the turret- 
mounted machine gun. Unlike the turret gunner in earlier 
tanks, this crew member sits inside the tank, protected 
by its thick armor at all times. Because there is no longer 
a coaxial machine gun at the driver position, it’s up to this 
gunner to engage infantry. 

The heavy machine gun rounds have armor-piercing 
characteristics. While these bullets cause no harm to 
battle walkers or APCs, they can penetrate the thin armor 
of gunships and air transports, making the tank’s heavy 
machine gun a surprisingly effective air defense weapon. 

The tank’s biggest threats are other tanks and gunships. 
During combat, always keep your front thick armor facing 
toward the threat and be ready to deploy active defense. 

When engaging enemy tanks, try to score hits on their 
side or rear armor to maximize damage. Gunships are 
easily scared off by pumping a steady stream of lead into 
their fuselage with the machine gun. But because of the 
driver’s lack of visibility, it’s up to the gunner to tell the 
driver when to deploy active defense in the event of air 
assault. It’s best if the driver and gunner are in the same 
squad and using VoIP. 

TANK WEAKNESSES 

Although both tanks are surrounded by armor, the 
thickness varies. The front armor on the chassis and turret 
are the thickest, so avoid hitting these areas unless it’s 
the only shot you’ve got. When attacking from the side, 
aim for the turret, as its armor is thinner than the armor 
protecting the chassis. But always try to attack tanks from 
the rear. This is the weakest spot on each tank, and lethal 
damage often results from a hit by a tank round. 


L-s mmm 


EU 
Slum 
Heavy 

Active Defense 
I 75 seconds 


What the L-5 Riesig battle 
walker loses in forward velocity, 
it makes up for ten-fold in 
offensive potency and scope. 
The bipedal configuration of this 
next generation assault unit 
enables it to traverse almost 
all terrains while its elevated 
vantage point, providing long distance viewing and multi- 
directional targeting, gives it a significant advantage over 
low height, horizontally-based agents. 

Manned by two occupants, the 
battle walker is outfitted 
with an array of 
weaponry, including 
two rapid-fire 
cannons and a dual- 
arena, infrared 
homing missile 
system. The 
battle walker armor is 
multi-layered, combining 
steel and reinforced 
plastic laminates with kinetic 
energy and heat absorbing 
materials. An automatic 
Active Defense System 
assists in resisting off & 
air and ground fired 
rocket attacks. 


Heu Crem Position Primaru Fire 


T-39 BOGATYR 


PflC 
Slum 
Heavy 

Active Defense 
75 seconds 


When the widespread 
climatic changes severely 
altered the Earth’s landscape, 
the PAC military developed 
an assault vehicle to handle 
these new diverse conditions 
by employing a more versatile 



(ED Driver 

Miniuun x 2 

HP Auto-Fire Missile Launcher (801 

(ED Gunner 

Hint) Exclusive Machineuun Anil-Aircraft EMP Missiles 




anthropoid structure. Later duplicated by the EU forces in the 
form of the L-5 Riesig, the PAC T-1 battle walker changed the 
face of warfare forever. The T-39 Bogatyr is the most recent 
adaptation, shielded with full-coated, high-impact armor and 
an embedded ADS and supplied with an assortment of attack 
options, counting radar-guided, high-damage impulse rockets 
and a pair of heavy-duty auto-cannons. 

T-39 flrmamenT 

Heo [fem Position Primary Fire Secondary Fife 


ED Driver 

(ED 


oid-Fire Cannon x 3 


RP Mo-Fire Missile Launcher (801 


Hioh-Exolozive Machineoun Rnti-Rircraft EMP Missiles 


BATTLE WALKER TACTICS 

The new battle walkers are packed with weapons, making 
them a serious threat to all infantry and vehicles. The 
driver controls the battle walker much like a tank, complete 
with turret control. But the battle walker also has the 
ability to sprint and crouch, using the same keys as infantry 
[with the exception of “crouch,” which is (z) for the Mech). 
The battle walker can constantly sprint without depleting 
a sprint meter, significantly increasing its normal walking 
speed. In combat, it’s best to use the crouch function, 
to help protect the walker’s vulnerable knee joints. While 
crouched, however, the walker cannot move. 

Both crew positions are equipped with a diverse package 
of weapons. The driver fires the dual auto-cannons by left- 
clicking and the rockets by right-clicking. Upon impact, each 
auto-cannon round explodes, causing a small amount of splash 
damage, which makes the weapon extremely effective against 
infantry and lightly armored vehicles. But the auto-cannons are 
prone to overheating, so fire them in short bursts. 

The auto-cannons can’t penetrate heavy armor, so rely 
on the driver’s rockets to damage APCs, tanks, and other 
walkers. These rockets are only accurate within 
proximately 30 meters, however, so make sure you’re 
close range before firing. You can fire a total of four 
rockets in quick succession, but after firing the fourth, you 
have to wait for more rockets to load into the launcher. To 
avoid these long reload times, fire the rockets slowly, about 
one per second. This allows the overheat system to keep 
pace, providing a steady supply of rockets at all times. 

The walker’s gunner controls the top-mounted turret, 
which is equipped with another auto-cannon and an EMP 
missile launcher. The gunner’s auto-cannon has ballistic 
properties similar to the driver’s, and is fired by left-clicking. 
But the turret allows a much broader view of the battlefield, 
so the gunner can target ground units as well as aircraft. 

The EMP missile launcher functions much like the ones 
mounted on the AA turrets, and is fired by right-clicking. 

The launcher holds two missiles at a time, and reloads 
automatically. As with the AA turrets, these missiles have 
great tracking ability, but you must maintain lock-on with 
your target by keeping it within the crosshairs while the 
missile is in flight. Two successive hits from these missiles 
temporarily immobilize any vehicle; the driver can flank and 
finish off the paralyzed vehicle with rockets. 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

Because the battle walkers are such high-profile targets, 
the gunner should focus on defending against infantry and 
air attack. As in tanks, it’s best for the driver and gunner 
to be in the same squad, using VoIP to communicate. 

BATTLE WALKER WEAKNESSES 

The walker’s legs are its most obvious and accessible 
vulnerability. Always aim for a walker’s legs to inflict the 
most damage, as the main chassis and turret are heavily 
armored. High-damage kills can be achieved by hitting the 
walker’s knee joints — the narrow gap between the upper 
and lower leg. Engineers equipped with the Pilum H-AVR 
unlock or infantry in a railgun have the best chance at 
hitting these small targets. 

To ensure a hit, wait till the walker is stationary or 
disabled — EMP mines are the best way to immobilize a 
walker. You’ll know you scored a direct hit if the targeted 
knee buckles, causing the walker to tilt toward its damaged 
side. When a walker’s knee is knocked out, its occupants 
have a few seconds to escape before it topples and 
explodes. Be ready to mow down the crew. 

The walkers have another weak spot on the underside 
of the main chassis, usually visible only to infantry walking 
between the walker’s legs and looking up. Look for a 
ventilation grate — the L-5 has two and the T-39 has one. 
These grates and the ducts beyond aren’t armored at all, 
giving infantry the ability to fire directly into the walker’s 
interior — even pistol rounds inflict damage. To score an 
instant kill, use a rocket launcher or the Pilum H-AVR. Just 
get out of the way before the walker explodes or falls on 
top of you. 


Flying the gunships and air transports is a bit more difficult 
than maneuvering the ground vehicles. Beginner pilots are 
often more of a danger to themselves and their passengers 
than they are to the enemy. In this section, we offer some 
quick tips to help get you into the air without crashing, 
whether your control preference is a keyboard or joystick. 

FLYING WITH THE KEYBOARD 


© = Throttle Up 

0 = Roll Left 

El = Throttle Down/VTOL 

0 = Roll Right 

® = Rudder Left 

(Spacebar) = Fire Rockets 

El = Rudder Right 

(gunship only) 

0 = Nose Down 

® = Active Defense 

0 = Nose Up 








Controlling the gunship is similar to flying the F-3SB Joint Strihe Fighter from Battlefield 
B. The gunship is much more stable and maneuverable uihen hovering, houiever. making 
it more like the attach helicopters. 


VEHICLES 


To stop moving forward, tap 0 to reduce speed. Keep 
reducing speed until the transport comes to a stop. This is 
made easier by aligning the HUD’s center reticule with the 
artificial horizon line. To maintain a stationary position in 
the air, tap the pitch and roll keys. While in a hover you can 
cause the transport to side-slip left and right by using 0 
and 0. This is useful for peeking around buildin gs and hills. 

The transport can even fly backward by using 0. Just 
remember, each movement causes the transport to 
lose some lift, resulting in a loss of altitude, so always 


compensate by tappin 
to lose altitude^ 
hover and tap 


2^-Pre 

djti 


ress 


jDr holding down ©. When you want 
To land, bring the transport to a 
I till it touches the ground. The transport 
can’t take hard landings like the gunship, so bring it down 
nice and easy to avoid taking damage. Always land on even 
terrain too, or the transport may tip over and explode, 
killing everyone inside. 

JOYSTICK SETUP 

Battlefield 2142 allows players to customize their control 
configuration to suit their personal preferences for the 
various types of units. For most, the standard keyboard 
and mouse combination works great, but many players like 
to use a joystick when piloting aircraft. The game does not 
automatically configure controls for a joystick, though, so 
you will have to do so manually from the Options menu. 
Following are some quick tips on how best to get your 
joystick up and running. 

Before you start your game, be sure your joystick is 
connected to your 
computer and ready to 
go. Once in the game, 
select the Options 
menu and then click 
on the Controls button 
to open a menu that 
allows you to select 
from the various types 
of units to control. 

Click the Aircraft tab. 

Here you will designate 
secondary controls for 
various functions. To 
assign a control, click on the empty box to the right of the 
function and on the right side in the secondary column. Then 
input the control you want to use (i.e., push a button on the 
joystick) Under the Weapons category, click on the Fire slot 
and then assign that to your trigger. 

For the Movement category, you will need to assign 
Accelerate and Decelerate to the throttle, if your joystick 
is so equipped. Before doing this, center your throttle, 
select Accelerate from the menu, and then move your 
throttle forward. The game will detect the throttle and 
automatically assign Decelerate to moving your throttle 
back from center. The same goes for all of the axis 
controls. You only need to assign one direction — not both. 
For Steer Right, use the rudder control on your joystick 
if so equipped. For Pitch Forward, push your joystick 

fnnm i in i ■ Than fnn Drill D in l~fh m n\ in i in i in inwcfinl/ fn 1-1 


Vou must set up pour iopsNck manually, using The Controls 
button in the Options menu to assign secondary controls to 
your joystick's movements and buttons. 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

Flying a gunship with the keyboard isn’t quite as daunting 
or clumsy as it may sound. In fact, the default key setup 
makes flying rather easy and intuitive. Place your left hand 
over the basic movement keys of ©, 0, 0, and 0. These 
keys are used to adjust the aircraft’s speed and heading. 
Your right hand should hover over the arrow keys, which 
are responsible for pitch and roll. 

Start by giving the 
gunship some throttle. 

This lifts the gunship 
vertically into the air. 

Once you’re airborne, 
hold down © to begin 
level flight. [The engines 
also provide upward lift 
r turning 
—) to 


) Now try tu 
I ® and 0 1 


Control points and silos con be converted bij hovering 
above them. But march out for incoming rochets. 


with (w).) Now tr 
by using 1 

activate the rudders. 

This is the easiest way 
to change the gunship’s 
heading and is vital when lining up for strafing runs. 

To turn faster, roll left or right using 0 or 0 and pull 
back on the stick using 0. Banking is the quickest way 
to change directions and is useful when makinaevasive 
maneuvers. To reduce speed, simply let go of ©. Once © is 
released, the gunship loses speed quickly. Do this whenever 
you want to hover or land. To maintain a hover, hold 0 to 
maintain altitude. But if you want to land, level out using 
the arrow keys and let the gunship descend, applying 
minimal vertical thrust to soften the landing. 


Flying the air transports with the keyboard is easier 
than flying the gunship. But it takes plenty of practice to 
master the skill, not to mention a light touch on the keys. 
Keep your hands in the same positions used to fly the jets. 
Pressing © increases vertical lift speed, eventually lifting 
the transport into the air. The longer you hold down ©, the 
higher you’ll go. Once you’re a few feet in the air, release © 
to hover and use the rudder controls [® and 0) to quickly 
rotate the transport left and right to change its heading. 

The arrow keys still control pitch and roll, allowing the 
transport to move in any direction. Tap ® to slightly pitch 
the transport’s nose forward, causing forward motion. 
While moving, the transport will lose some altitude, so 
compensate by tapping © — you can read the transport’s 
altitude and air speed on the HUD. 






UD-G Armament 

Heu Crem Position Primary Fire Secondary Fire 

CO Pilot RP Missile Launcher r601 — 


right. Depending on the number of buttons on your joystick, 
you many want to assign Countermeasures to your joystick 
as well, for quick deployment of the active defense shield. 

The final step is to set the sensitivity. This is under 
Mouse Settings, but also affects your joystick. Because 
the game is set up for mouse use by default, the sensitivity 
is usually around 3. Leaving it at that setting means you 
have to be incredibly light on the joystick or you will be 
overcorrecting all over the map — until you crash. Reduce 
the sensitivity to 1 , and flying around will be much easier. 

If necessary, tweak the sensitivity more with the Pitch and 
Yaw Factor sliders. 


FLYING WITH THE JOYSTICK 

Flying the gunship with the joystick is very easy. If you 
have ever played any type of flight simulation game, you 
will have no trouble. Apply negative throttle input to 
activate the craft’s VTOL function, lifting it into the air. 
Once airborne, push the throttle forward to enter level 
flight. With the throttle set, use the joystick to climb, 
dive, and roll while using the rudder to slew the gunship 
left and right. 

Air transports are a bit trickier to fly with the joystick. 
The throttle controls how much lift the engines provide. 

In the center position, the transport should maintain the 
same altitude while hovering, or not moving horizontally. 
As soon as you begin to move horizontally, some of your 
lift is redirected to provide motion. To maintain altitude, 
you will have to give it more throttle. 

Horizontal motion is created by moving the joystick 
in the direction of the desired motion, thus tilting the 
transport in that direction. To stop this type of motion, 
tilt the helicopter in the opposite direction to slow it down 
and then return to level to hover. To land, gently pull 
the throttle back from center to reduce lift. To prevent 
ur transport from being damaged during a landing, you 
hould make sure you have as little horizontal motion as 
ossible. 

The best way to learn to fly the transport is to practice. 
Start up a solo LAN 
game, so you can fly 
around without having 
to worry about people 
shooting at you — or 
worry about killing 
your passengers by 
crashing. This training 
also works well for 
gunships. A good 
exercise is to conduct 
repeated take-offs 
and landings from one 
landing pad or Titan 
hangar. 


Rir transports can't handle hard landings, so bring 
them in nice and easy. Use landing pads or Titan 
hangars for repairs. 


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copying or downloading expressly prohibited. 


GUN SHIPS 


UD-G Talon 


Quite simply, the UD-6 Talon 
gunship was built to kill. Nimble 
and deadly, this ultramodern, 
two-person, VTOL aircraft 
combines a multipurpose 
arsenal with a uniquely flexible 
flight profile, allowing the 
Talon to strike both air and 


ground targets with unparalleled force and accuracy. The 
Talon’s munitions include a gunner-controlled pneumatically 
charged, high velocity autoblaster and vectored thrust, 
high-impulse thermobaric missile launcher and a pilot- 
controlled rocket fire system. The dual-layered composite 
buffer system, with a depleted uranium mesh insert, 
is durable enough to 
withstand heavy fire 
without hindering 
the gunship’s 
maneuverability 
through excessive 
weight or 
rigidity. 






Ip 4 Doragon 


r J Appropriately named Doragon, 

“ PRC “ meaning "Dragon,” the Type 

4 Air Mobile Multipurpose 
Platform (AMP), like its EU 
equivalent, provides unparalleled 
usability and firepower in 
any theater. With a range 
of armaments, an active 
protective system, and a high-tech, “anticipatory” flight 
control system, the Doragon is a highly mobile, dynamically 
potent, multi-situational assault medium. The Type 4 
arsenal includes a semi-dumbfire missile cluster, employed 
exclusively against close-range, heat-trackable targets. 


PI1C 
Very Fast 
Light 

. . HcMve Defense 
i G5 seconds 


EU 

Very Fasf 
Light 

ra Active Defense 
i 65 seconds 






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copying or downloading expressly prohibited. 






Type Armament 

Keij 

Crew Position 

Primoru Fire Secondaru Fire 

(FT) 

Pilot 

HP Missile Launcher FG01 — 

m. 

Gunner 

Rapid-Fire Cannon RC Missile F81 


Gunship Mealinesses 

Both gunships are lightly armored, and take no damage 
from small-arms fire. The top-mounted turrets on the tanks 
and battle walkers have enough firepower to penetrate this 
armor, but flak and EMP missiles fired by AA turrets are the 
biggest threat. Flak can chew up a gunship in a matter of 
seconds. The EMP missiles are just as deadly, causing the 
gunship to lose flight controls temporarily, often resulting in 
a crash. 

Engineers can do heavy damage to gunships too, using one 
of their armor-piercing weapons or the SAAW 86 anti-air 
missile with lock-on capability. So when piloting a gunship, 
remain in level flight and avoid pulling to a hover when near 
enemy units — hovering gunships are dead gunships. 

AIR TRANSPORTS 


Gunship Todies 

Like the attack helicopters from Battlefield 2, the new 
gunships are masters of close air support, making them 
the most effective and versatile killers on the battlefield. 

The aircraft’s VTOL function gives it the maneuverability 
of a chopper and the speed of a fixed-wing aircraft, useful 
when deploying weapons or evading enemy fire. While 
the gunship is potent against all ground targets, always 
prioritize tanks and battle walkers, as they pose the biggest 
threat to your teammates on the ground. 

In addition to flying the gunship, the pilot controls the 
armor-piercing missile launcher. These missiles have limited 
tracking ability, locking onto the heat signature of manned 
air vehicles. Lead the target to make the missiles meet 
up with them; if you fire directly at the target, they will 
probably not track. The missiles are most effective against 
armored vehicles. 

The gunship’s gunner controls the chin-mounted cannon 
as well as the devastating remote-controlled missiles. 

The cannon is controlled with the mouse and fired by left- 
clicking. Each cannon round causes a small amount of 
splash damage, making it effective against infantry, FAVs, 
and other aircraft. 

The rounds cannot penetrate or damage heavily armored 
vehicles, however. This is where the RC missile comes 
in. Gunners can toggle between the cannon and remote- 
controlled missile view by right-clicking. Left-click to launch 
a missile, and move the mouse to fly it into a target. This is 
difficult at first, so practice. 

To better spot targets during flight, check out the icon 
on the missile’s HUD, offering a heading toward the target. 
Missiles have a larger warhead than the pilots’ AP missiles 
and can take out a tank or battle walker with 1-2 hits, 
depending on where the missile strikes. These missiles are 
also effective against commander stations and the turrets 
on Titans. 


UD-12 Shepherd 


EU 

Very Fast 
Light 

Active Defense 
i 45 seconds 


The UD-1 2 Shepherd was 
developed with a single purpose, 
to convey military personnel into 
the combat arena, dropping 
soldiers via spherical, quick-drop 
escape pods. Slow moving, but 
direction flexible, the Shepherd 
draws on a marriage of multi- 
source jet propulsion and hover technology to travel long 
distances at a mid-level altitude. The UD-1 2 is shelled 
in composite, electrically 
charged armor lined with 
IMomex fiber and relies on 
two medium-caliber, bipod 
mounted automatics 
to repel 
assailants. 



Keij 

Creni Position 

UD-12 Armament 
Primary Fire 

Secondaru Fire 

(ED 

Pilot 

— 

— 

(ED 

Gunner fleftl 

Minioun 

Zoom 

(ED 

Gunner triohtl 

Minioun 

Zoom 

(ED 

Passenger 1 

Troon Ait 

— 

(ED 

Passenger A 

Troon Ait 

— 

(ED 

Passenger 3 

Troon Ait 

— 

(ED 

Passenger 4 

Troon Ait 

— 




BTR-20 Vastreb 


PRC 
Very Fasf 
Light 

Active Defense 
45 seconds 


Similar to its EU counterpart, 
the UD-12 Shepherd, the 
BTR-20 Yastreb armored air 
transport is a slow-moving, 
easily visible target best 
limited to personnel pick-up 
and delivery. In contrast to 
the Shepherd, the PAC Type 
20 substitutes Self-Limiting Explosive Reactive Armor 
[SLERA] for the UD-12’s electrically charged scheme and 
complements the arrangement with an alternative Triplex 
synthetic material. Like the EU air transport aerodyne, 
the Yastreb is also vulnerable to attack with only two 
personnel-scaled assault weapons at the 
passengers’ disposal. 





Heu 

m 


Crem Position 


Gunner flefri 
Gunner friohM 
Passenoerl 
Passenger E 
Passenger 3 
Passenoer4 


BTR-20 Armament 

Primary Fire 

Rapid-Fire Cannon 
oid-Fire Cannon 
Troop Hit 
Troop Hit 
Troop Hit 
Troop Hit 


Secondary Fire 


flir Transport Mies 

Both air transports are capable of carrying a full squad 
[six players) to any point on the map. Use them to drop 
teammates on control points, silos, or distant areas of 
the battlefield to conduct close-quarter airborne raids. 
When you bail out of the air transport [press [D], you’re 
automatically dropped in an assault pod. Use the pod to 
guide your descent, landing directly next to a flag/silo or on 
top of any defenders. 

In Titan mode, the air transports serve as mobile spawn 
points too, available to all teammates. This way teammates 
can spawn in the air transport while it’s in flight, or even 
once it has landed. If you lack a spawn beacon, park one of 
these on the enemy Titan to keep spawning teammates. 


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copying or downloading expressly prohibited. 

These aircraft fly and function much like the transport 
helicopters in Battlefield 2, complete with passenger- 
operated weapons on the port and starboard sides. The 
side-mounted cannons have increased firing radiuses over 
their helicopter cousins, capable of covering the fore and 
aft areas of the transport as well as of firing straight down. 
Use these weapons to mow down infantry and puncture the 
light armor of FAVs and other aircraft — they do no damage 
against heavily armored vehicles. 

flir Transport Weaknesses 

The air transports have the same vulnerabilities as 
the gunships, and are threatened by flak, rockets, and 
missiles of any variety. Although their armor is resistant 
to small-arms fire, the passenger positions in the rear are 
completely open. If passengers are on board, infantry on 
the ground can score kills by firing into an air transport’s 
open cargo hold. But drawing the attention of the aircraft’s 
machine guns isn’t always the wisest move unless you have 
substantial cover. 




H Titan | 

SB EU 
Very Slow 
Heavy [Shielded] 
N/A 
N/H 





TITANS 


Appropriating the PAC’s 
innovative technology, the EU 
created an analogous MK- 
1 Titan airship, complete 
with defensive armaments, 
protective casing and equipment 
expulsion procedure. The MK- 
1 incorporates a handful of 

western developments, 
including electric 
reactive armor base- 
plating for additional 
protection against 
ground-based assaults 
and combustion-assisted 
impulse cannons. 


Key 

Crem Position 

MR-1 firmament 
Primary Fire 

Secondary Fire 

(Em 

Gunner 1 

Imnulse Cannon 

Zoom 

dm 

Gunner 2 

Imuulse Cannon 

Zoom 

(Em 

Gunners 

Imnulse Cannon 

Zoom 

(Em 

Gunner 4 

Imuulse Cannon 

Zoom 

(Em 

AH Gunner 1 

AH Blaster 

Zoom 

(Em 

AH Gunner 2 

AH Blaster 

Zoom 










(F7~] br Gunner 2 HR Blaster Zoo m 


Hen 

Crew Position 

Type 2 firmament 
Primaru Fire 

Secondaru Fire 

(Em 

Gunner 1 

Imoulse Cannon 

Znom 

dm 

GunnerR 

Imoulse Cannon 

Zoom 

(Em 

Gunner 3 

Imoulse Cannon 

Zoom 

(Em 

Gunner 4 

Imoulse Cannon 

Zoom 

(Em 

HR Gunner 1 

RR Blaster 

Zoom 


TITAN TACTICS 

With the exception of their colored energy shields, both 
the EU and PAC Titans are identical. These massive 
airships are first deployed near their team’s base during 
Titan battles. Each Titan spawns one gunship and a two 
air transports — however, only one air transport spawns in 
the hangar at a time. Only the commander can move the 
team’s Titan about the battlefield, through the Move Titan 
support option on the commander mode screen. But the 
Titans travel extremely slowly, so plot a destination early in 
the battle. 

Both Titans are equipped with an array of weapons, 
accessible via the consoles at the back of the hangar. The 
most devastating of the weapons are the four turrets, 
located beneath the Titan. All four of these guns fire high- 
explosive blasts capable of knocking out a tank in one shot 
if the rear of the tank is targeted. They do, however, have 
a long reload time. But since all gun positions are rarely 
occupied, hop around from one gun to the next by pressing 
[ F 2 ] — [ F 5 ] to keep the guns firing — just like moving around 
the ship gun positions in Battlefield 1942. 


VEHICLES 


TYPE 2 TITAN 


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copying or downloading expressly prohibited. 


shell and fitted 


with multi-conveyor, 
synchronized discharge 
mechanisms, the Titan 
air-drops assets directly 
into contention, including infantry teams, gunships and 
air transports. As well, the Titan is heavily armed with an 
array of high-tech weaponry, including ion-charged, air-to- 
surface and air-to-air blasters, making it a devastatingly 
powerful assault aircraft 


IMo orbital strike commander support option is available 
in Titan mode, so use these turrets as your heavy support, 
helping defend silos or simply blasting enemy vehicles brave 
enough to move within range. The remaining two turrets 
are positioned on top of the Titan, each equipped with a 
mini-gun-like weapon, useful for downing enemy aircraft. 
Manning these guns is crucial when the Titan’s shields go 
down, as the enemy is likely to approach in gunships and air 
transports in an attempt to land a boarding party. These 
turrets have a very limited field of view, however, and are 
incapable of engaging aircraft flying just below their line of 
sight. 

TITAN WEAKNESSES 

The Titan’s shield system and thick hull protect it well from 
exterior attacks. But if the shield goes down, the hull can 
take damage from repeated missile strikes as well as other 
heavy munitions. A Titan’s biggest vulnerability is its reactor 
core. Once the shields are down, enemy infantry can 
board and assault the Titan’s interior. After destroying the 
consoles in the flanking corridors, infantry can gain entry 
to the reactor core room and destroy it with explosives or 
gunfire. Damage to the reactor core is irreversible, so it’s 
imperative to prevent such attacks. 

The Titan’s turrets can also be destroyed, even when its 
shield is still up. Engineer rockets and gunship missiles are 
the most effective weapons for taking out a Titan’s turrets. 

TITAN TOUR 

Before spawning on or assaulting a Titan, it’s a good idea 
to know your way around. Titans are massive ships and it’s 
easy to get lost if you don’t know where to go. 

Hangar 

The hangar is located at the front of the Titan. This is 

where the gunship and 
air transports spawn, 
as well as any troops 
who choose the team’s 
Titan as their spawn 
point. The hangar is 
encased in its own 
protective shield, 
independent of the 
Titan’s main shield. This 
shield prevents enemy 
troops from ever gaining entry, making it a safe hiding spot 
for the team’s commander. The hangar also serves as a 
repair and rearming platform for friendly aircraft, so watch 
out for gunships coming in for a landing. 

All of the Titan’s weapons are accessed through the 
control panels at the 
back of the hangar. 

If the weapons take 
damage or are 
destroyed, engineers 
can repair them by 
using their H0FF-3000 
on the corresponding 
consoles — damaged 


During the height of the ground 
war, the Pan Asian Coalition 
developed the original Titan as 
a large-scale, civilian transport 
medium, employed to relocate 
the refugee population. When 
the combat escalated into 
all theaters, the Titan was 

militarized to serve as 
both an armored air 
transport and fortified 
warship. Reinforced 
with a comprehensive 
steel-ceramic matrix 


■ ** 








When attaching a Titan, maintain a presence onboard bg placing a spawn beacon on the 
aft decb. If qouTe not a squad leader or don't have access to the 5L5B unloch, simplq 
parti an air transport on the rear dech. allowing all teammates to spawn — at least till 
the defenders get wise and blow it up. 


The Titan's sensors can detect enemq troops 
moving through the corridors. When defending, 
listen for the Titan's audible announcements to 
quichlq hunt down intruders. Or prepare for them 
bq clogging the corridors with infantrq. 


Reactor Room 


The reactor core sits 
at the center of this 
large, white octagonal- 
shaped room. When all 
four control panels are 
destroyed, this room 
can be entered through 
the front or back doors. 
There are a number of 
walls that defenders 


consoles show big "X”s on the screens. 

Recessed walkways surrounding the hangar landing pad 
lead into the Titan’s interior, emptying into a tight corridor 
junction with a large energy shield. This is part of the 
hangar’s independent shielding system and can be crossed 
only by friendly units. By standing behind this shield you 
can watch for enemy troops moving about without exposing 
yourself to fire. But you can’t shoot or throw grenades 
through the shield. This can lead to some awkward stand- 
offs, so be ready for anything. Just opposite this shield is 
the reactor room’s sealed front door. 


Cargo Hold 


The cargo hold is a 
central position inside 
the Titan likely to see 
heavy action. From the 
cargo hold, players 
can access all four 
corridors as well as 
the reactor room. The 
doorways for Corridors 
1 and 2 are located 
on the lower portion of the cargo hold, while doorways for 
Corridors 3 and 4 are on the upper portion. 

Attackers can enter Corridors 1 and 2 only from the 
cargo hold, as 3 and 4 are blocked by shield barriers. But 
defenders can move through these barriers, just like the 


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copying or downloading expressly prohibited. 


one near the hangar. Players entering the cargo hold from 
the upper aft deck’s hatches can use the catwalk to pick 
off opponents scrambling about below. But the cargo hold 
offers plenty of cover in the form of crates. Use these 
objects to stay out of the line of fire. 


Corridors 

A total of four corridors 
line the port and 
starboard sides of the 
Titan, each containing 
a key control panel. 

All four control panels 
must be destroyed 
before attackers can 
gain entry into the 
reactor room. Use the 
labels on the doorways 
or the console icons on the HUD to locate and identify 
these panels. 

But these control panels can’t be destroyed in just any 
order, because of the shield barriers in Corridors 3 and 
4. Therefore Control Panels 1 and 2 must by knocked 
out first — use explosives or gunfire. Afterward, attackers 
must move toward the hangar and enter Corridors 3 and 
4 from the Titan’s front side — the shield barriers near the 
cargo hold are still active. Once Control Panels 3 and 4 
are destroyed, the reactor room’s doors are blown open 
and the remaining shield barriers in Corridors 3 and 4 are 
removed. 


Hfr Dechs 

Both teams can access a Titan’s interior through the 
entrances on the rear 
deck. There are two 
rear decks, designated 
by height. The upper 
deck has two hatches 
in the floor, located on 
the port and starboard 
sides. These open 
hatches lead into a 
catwalk system lining 
the aft portion of the 
cargo hold inside. 

The hatches are often preferred by attackers, as they’re 
harder for the defenders to watch, allowing for a more 
stealthy entry. Plus the catwalk provides great elevated 
cover positions. The two doorways on the lower deck lead 
directly into the cargo hold, leaving attackers open to all 
sorts of booby traps and ambushes. 


During Titan mode, press (D to see the countdomn status of each silo. These count- 
ornns appear beloui the corresponding silo icons at the top of the screen. 







VEHICLES 


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copying or downloading expressly prohibited. 

and attackers can use for cover, including the transparent 
barriers opposite the doors. These transparent barriers 
protect the core from exterior attacks, so all attackers 
must enter the reactor room to inflict damage on the core, 
The core is susceptible to damage from firearms and 
explosives. If using RDX, place it around the core’s base, 
using all five charges in the inventory — you won’t need it 
after this anyway. Always tell teammates to vacate the 
room before you set off the charges, otherwise they’ll 
probably die. If no explosives are available, simply open 
fire on the core, shooting directly into the arc of energy to 
register damage. 


When the core goes critical, you have approximately 20 
seconds to vacate the Titan before it explodes. Run out 
through the reactor room’s back door to enter the cargo 
hold. From there, sprint out onto the aft deck and jump off 
the back of the Titan. Don’t forget to deploy your parachute 
on the way down. 


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copying or downloading expressly prohibited. 




Team play has always been a significant component of 
the Battlefield games. However, communication and 
organization are more important then ever in Battlefield 
2142, especially when playing the new Titan mode. Even 
if you’re just interested in boosting your stats and earning 
unlocks, team play is the way to go, offering ways to earn 
points and to experiment with unlocked equipment through 
the new field upgrades. In this chapter, we take a look at 
the communication system, the chain of command, and 
team logistics, and offer some general team strategy for 
the various game modes. 


*it COMMUNICATION 


Some clans use external software like Ventrilo and Team 
Speak to overcome the in-game’s VoIP limitations. These 
third-party programs allow for broader communication 
and elaborate customization. For example, all players can 
enter the same room and talk at once. Or players can 
break into smaller groups by creating new rooms, even 
mirroring the game’s division of teams and squads. While 
these programs aren’t necessary, being able to speak to 
everyone in the game has its advantages, especially when 
practicing for tournament-style play. 

Ventrilo: 

http://www.ventrilo.com 
Team Speak: 

http: //www. goteamspeak. com 


Heu Channel/Send Message To: 


a 

nil Dlauers in aame 

m 

All Dlauers on uour team 

a 

Rll olauers in uoursauad 


Tijped and Comma Rose messages appear belom 
the Rill messages in the fop left corner of Hie „ , 

screen. Watch for messages in green fexf — Compared to VoIP, chattmg 

these are sentbg squad members. ^ rough typed te * fc s f ms . 

like a major step backward. 

But sometimes it’s the only way to get your team on the 
same page — especially if you don’t have a microphone. 

Chat is the only way to communicate with players on the 
other team. It also allows you to send detailed messages to 
players on your own team or squad. 

To chat, open the correct channel [see the table above), 
type your message, and press [Enter] to send it. The 
message appears in the top left corner of the screen, 
below the kill messages. 

The downside to this type of communication is that it 
takes time. While you are typing out your message, you are 
unable to control your character and may get killed while 
you are communicating. Find a safe place before you start 
typing out messages, or devise a form of shorthand to keep 
your messages brief. You don’t want the people receiving 
your messages to get killed while they are reading them, 
either — at least not those on your team. There’s also a 
strong possibility that your typed message won’t be read at 
all by fellow players, who may be preoccupied with blasting 
enemies. Consider typing in all caps to make the message 
stand out, and use chat communication as a last resort. 


CHAT 


As with most multiplayer 
games, you can type out 
messages to chat with other 
players. 


Establishing and maintaining good communication is 
essential in any team effort. This is particularly true when 
tasked with assaulting a heavily defended Titan. As in the 
previous installment, Battlefield 2142 provides three basic 
methods of communicating with your squad, team, and 
other players on the server. 

VOIP 

VoIP, or Voice over Internet Protocol, allows for voice 
communication among squad members and between 
squad leaders and the team commander. No additional 
software is required because VoIP support is included 
with Battlefield 2142. Simply connect a headset equipped 
with a microphone to your computer and adjust the mic’s 
sensitivity under the game’s audio settings. Before joining 
a server, make sure it supports VoIP, indicated by the 
headset icon on the left side of the server name. 

Squad members can speak to each other by pressing 
nd holding (v) while talking — just like a CB. Commanders 
nd squad leaders can talk to each other by holding down 
[b). When a player talks, the player’s name and a speaker 
icon appear on the left side of the screen. The speaker’s 
position on the mini-map is highlighted in yellow, showing 
the player’s location. 

VoIP allows for detailed communication, paving the way for 
complex squad tactics. These are useful when coordinating 
ambushes or staging Titan assaults. Try rushing a lonely 
defender on the count of three, for example. You can provide 
targeting corrections while a squadmate pounds an enemy 
position with the APC’s mortar from beyond visual range, 
or you can tell your spawning squad members which kits to 
enter the battle with. 

VoIP makes communication easy and fun, taking team 
play to a whole new level. The in-game VoIP function, 
however, has its limits. Players on the same team cannot 
speak to each other unless they’re in the same squad — and 
forget about taunting the opponent you just knifed. But 
there are other in-game options to bridge these gaps. 




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copying or downloading expressly prohibited. 



But before selecting an option, make sure you’re aiming at 
the precise point where you intend the support or order to 
be deployed. Use the (T) function when it isn’t safe to take 
your eyes off the battlefield to access the Commander mode 
or Squad screens. It’s also useful when precision is needed 
to accurately place supplies or orbital strikes. 






commo rose 

The Commo Rose is 
back from Battlefield 2, 
providing a quick way to 
send canned messages 
to your teammates. 

Press (q) to open the 
Commo Rose, then 
move your mouse to 
highlight one of 1 1 
common messages. 

The Commo Rose is a quick uioq To shore information uiiTh 
pr team. Hold doom (o) and move the mouse to select a 
canned message. Left-clicR to send it. 

Spotted Roger That Need Medic 

Go, Go, Go Negative [Need Repairs*] 

Need Backup Thank You Need Ammo 

Need Pickup Sorry Follow Me 

(Get In*) (Bail Out*) 

* If you are in a vehicle, some of the messages will 
change to reflect the context of your situation. 

Highlight a message, then left-click to send it. Your team 
not only receives a text message, but also hears it spoken. 
Depending on the context, visual cues also appear on certain 
player’s screens or maps. For example, a Need Medic 
message shows assault troops where the sender is located; 
a Need Ammo does the same for support troops. The 
system works in reverse, too, showing the sender where 
the requested support is located. This makes it easy for 
teammates to rush toward each other. Use this function to 
quickly track down the closest med kit or ammo hub. 

The Spotted message is in the center of the Commo 
Rose. It is meant to be centered over a target before being 
sent. Placing the reticule over infantry or an empty spot 
before sending this message sends an Infantry Spotted 
message, while placing the reticule over a tank or other 
vehicle sends an appropriate message on the type of 
target. You can even send messages while using the sight 
or scope view from your weapon. This ability makes the 
recon kit even more valuable to observers, because they 
can call out enemy vehicles from a distance. 

If playing as a squad member, squad leader, or the 
commander, you can issue orders or request support in the 
3D map view by holding down (T). This opens a different set 
of options based on the role you’re playing. For instance, 
squad members can request commander support or orders 
and spawn beacons from their squad leader. Squad leaders 
can request commander support and orders as well as issue 
attack orders to their squad. Commanders can use this 
function to quickly deploy support actions or issue orders. 


As in Battlefield 2, a hierarchical command structure is in 
place to streamline the flow of orders and communication. 
Each player has a specific role in this chain of command, 
whether playing as the commander or as a low-ranking 
squad member. Even lone-wolf players can contribute to 
the cause. 




The commander 


occupies the top 
position in the chain 
of command and is 


responsible for issuing 
orders to squads and 
providing them with 
support through the 
commander stations. 


Any player can apply to 
become the commander commander mode screen provides a wealfh of 
early in a round by information. Topple to Hie map's third zoom level bp 

accessing the squad pressing ^ f0 g e f a |j ve satellite image of the battlefield, 

screen [press [Caps Lock] ) 

and click the Apply button at the top of the squad list on 
the left side of the screen, next to the Commander label. 

A commander is chosen automatically, based on the 
rank of the applicants. Higher-ranking players get first 
dibs, and may accept the commander position or decline 
it, at their option. If the highest-ranking player declines, 
the opportunity is passed to the applicant with the second- 
highest rank, and so on. If given the choice to become 
commander, press [Pg Up[ to accept or [Pg Dn[ to decline. 









support requests from squad leaders appear on the commander mode screen's 

map as icons. Click on these icons to grant or denq the support. These support request 
icons contain the precise targeting coordinates designated bq the squad leader. Don't 
ignore these icons bq placing qour ouin support on or near them. Chances are the sup- 
port won't deploq inhere the squad leader needs it. 


Orbital strihes are available onlq in Conquest mode — use the Titan's massive underside 
turrets as mobile orbital strihes in Titan battles. 


Issue orders to squads bq right-clichiuq on the 
commander mode's map. Support can also be 
deploqed in this manner. 


Commander Support 


The commander mode 
screen also features, 
in the top left corner, 
a list of the team’s 
squads, each assigned 
a number. Press the 
corresponding number 
on the keyboard 
to select the squad, 
then right-click on 
the map to issue the 
squad an order. Six 
orders can be issued 
in this manner: Move, 

Defend, Attack, Repair, Destroy, and Mine. 

Once an order is issued, the squad leader may opt 
to accept or decline the order. If accepted, the order is 
relayed to the squad members, and the appropriate order 
icon appears on their mini-maps as well as on their HUDs. 
The order icon in the map view remains gray until the order 
is accepted; it times out after a few seconds. It’s best to 
| back up orders by repeating them aloud by holding down 
| while speaking to the squad leaders. First, address the 
(correct squad (Alpha, Bravo, Charlie, etc.), then tell them 
Fwhat to do and where. Squad leaders might overlook on- 
screen orders during chaotic firefights. 


The commander support buttons appear at the bottom 
of the commander mode screen. These options allow the 
commander to assist squads anywhere on the battlefield. 
Simply click the appropriate support button, then click on 
where to deploy it in the map view. With the exception of 
Supplies, all of these support options are made possible by 
stations located on the map, usually at the team’s base. 
Each station can be destroyed by the opposing team, 
denying the commander access to the corresponding 
support options. Although the stations are extremely 
durable, they’re vulnerable to the recon kit’s RDX demo 
packs and the gunship’s TV-guided missiles — it takes two 
demo packs or three TV-guided missiles to knock out a 
station. Players get points for destroying the opposing 
team’s commander stations, making them even more 
attractive targets. But stations can be repaired with the 
engineer’s blowtorch or a supply crate dropped nearby. 


Commanders can access the unique commander mode 
screen by pressing (lib), which gives them a top-down view 
of the battlefield, as well as the ability to issue orders 
and provide support. The map view has three levels of 
zoom, toggled by pressing (n). At the highest zoom level, 
the commander can view real-time satellite imagery of the 
battlefield and spot individual players moving about. The 
maximum zoom level is useful when dropping supplies or 
targeting enemy vehicles with an orbital strike. The map 
view can be scrolled by using the standard movement keys 
C(w), (s), ®) or repositioned by clicking on the mini-map in 

the top right corner. 


Orbital Sfrike 

The new orbital strike 
drops high-explosive 
munitions in a wide 
area, similar to the 
shell-based artillery 
in Battlefield 2. The 
rockets fire faster, 
however, and are a bit 
more accurate, packing 
the target area with 
a rapid succession of 
explosions and killing any nearby infantry and destroying 
lightly armored vehicles. Healthy APCs, tanks, and battle 
walkers can withstand an orbital strike barrage, although 
they will take heavy damage. But even these armored 
vehicles can’t withstand a direct rocket hit. All orbital 
strike kills are credited to the commander. 

Orbital strikes don’t distinguish between friend and foe, 
potentially resulting in team kills. Always double-check the 
position of teammates on the mini-map before ordering an 
orbital strike. At the very least, give squad leaders a heads- 
up before dropping rockets near their location. Keep the 
orbital strikes going as much as possible, prioritizing squad 
leader requests. If the squad leaders aren’t requesting 
orbital strikes, locate high concentrations of enemy units 
using either the radar scan or the map’s maximum level 
of zoom. It takes approximately one minute for the orbital 
strike to recharge after a barrage, so don’t waste it 
on individual targets. Instead, center it on choke points 
(like bridges) or other areas where multiple enemies are 
clustered. 


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Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

EMP Strike 

EMP strikes allow 
commanders to 
temporarily disable 
enemy vehicles with 
a strong EMP blast 
fired from an orbiting 
weapons platform. 

Communication 
between the 
commander and 
weapon system in 
space is established through a satellite relay system, 
usually located at the team’s base — and vulnerable to 
sabotage. Unlike orbital strikes, EMP strikes have a 
narrow area of effect, useful for targeting individual 
vehicles. For best results, maximize the zoom on the 
map view to locate a vehicle and place the EMP strike’s 
crosshairs directly over it. Left-click to fire. 

The incoming EMP blast takes a couple of seconds to 
reach the Earth, so make sure the target is stationary; 
otherwise it may miss. A direct hit will cause the vehicle 
to lose all movement and weapon functionality for 
approximately 20 seconds, making it a sitting duck for 
friendly infantry, tanks, or aircraft. Try to use it as a close- 
support weapon, giving friendly units on the ground the 
opportunity to knock out the disabled vehicle or escape. 
Like all EMP weapons, EMP strikes also affect infantry, 
temporarily scrambling their HUDs. Focus on disabling 
high-value targets like tanks and battle walkers to get the 
most out of this weapon. 


The UAVs work just like 
the ones in Battlefield 
2, revealing enemy 
types and positions at 
the targeted location. 

Once deployed by the 
commander, UAVs are 
automatically controlled 
through the white UAV 
units located at the 
team’s base. UAVs 
remain airborne for only about 20 seconds and have a 
scan diameter of about 100 meters, so target areas close 
to friendly ground units for optimal results. For instance, 
consider scouting ahead with a UAV when sending a squad 
in to assault a control point or silo. 

The UAV detects all enemy units within its search 
diameter, whether it has line of sight or not. This is useful 
for locating pesky snipers or other defenders hidden inside 
structures. Enemy positions are automatically relayed to 
each team member’s mini-map, showing up as red dot icons 
[for infantry) and red vehicle icons. These positions are not 
relayed to the team member’s HUDs through the networked 
battlefield system. When relying on UAV support, keep an 
eye on the mini-map to locate enemy units. 


The radar scan is 
another holdover from 
Battlefield 2, taking 
a quick snapshot of 
the entire battlefield 
and identifying the 
locations of all enemy 
units. These scans are 
conducted by the large 
radar station at the 
team’s base. Unlike the 

UAV, the radar scan is for the commander’s eyes only, and 
is isolated to the commander mode screen’s map. It also 
doesn’t identify unit types — infantry and vehicles alike show 
up as big red dots. 

The information expires quickly, too, because it doesn’t 
track the movement of units. But it does scan the entire 
map, giving the commander a quick view of enemy locations, 
and is useful for spotting high concentrations or flanking 
maneuvers. Always run a quick radar scan before dropping an 
orbital strike. This is a good way to prevent wasting an orbital 
strike on an empty piece of land. The radar regenerates 
quickly (in about 20 seconds), faster than any of the stations, 
which allows for nearly continual scans of the battlefield. 

Keep running scans as soon as they’re available. Despite 
shortcomings, radar scans are a good way to maintain 
situational awareness, helping commanders effectively deploy 
their squads to the right locations at the right time. 

Supplies 

Supply crates are 
dropped from the sky, 
helping restock and heal 
units on the ground. 

Both infantry and 
vehicles benefit from 
supply crates and can 
heal, rearm, and repair 
themselves by moving 
within close proximity. 

Deliver supply crates 
upon squad leader requests or deploy them at high-traffic 
front-line positions, where vehicles require constant repairs 
and engineers need a steady supply of ammo and mines. 

Enemy units cannot stop supply drops, as this option 
does not rely on any ground station to function. But 
all units can use supply crates, regardless of which 
commander dropped them. So carefully consider placement 
before dropping one. These crates can be destroyed, so 
keep them out of the line of fire. Since infantry can carry 
their own supplies [through the assault and support kits), 
focus on using supply crates to repair vehicles or damaged 
commander stations. Use the zoomed-in map view to 
accurately drop crates. This is particularly important when 
dropping them near commander stations — the crate must 
land right next to the station or it won’t be repaired. 








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The Titan's hangar is The safest place on the battlefield. Because of its independent 
shielding system, it can never he infiltrated by enemy troops. Bluiays stay in the hangar 
uihen conducting business on the commander mode screen. Still, stay near the turret 
consoles to avoid getting smashed by incoming friendly aircraft seeding repairs. 


SQUAB LEADER 

When it comes to 
winning battles, squad 
leaders are the most 
valuable team members 
on the battlefield. In 
addition to being a 
critical link between the 
commander and the 
rest of the team, squad 
leaders can serve as 
a spawn point (and 
deploy spawn beacons), 
keeping their squad in 
the heat of the battle. 


The squad screen shows [lie team's squads in the 
list on the left, as uiell as the squad leaders' positions 
on the battlefield in the map vieiu. 


Only squad members 
can spawn on their 
squad leader or the 
spawn beacon deployed 
by their squad leader. 

But these spawn points 
only work as long as 
there’s at least one 
other spawn location on 
the map. If all control 
points are held by the 
enemy in Conquest 
Assault or Double 
Assault battles, the 
squad leader’s spawn 
functions are disabled. 

It’s possible to order a squad around from any position 
on the map, but it’s best to stay with the squad members 
so they can use the spawn point in the event they die. 

This makes it much easier to apply consistent pressure 
against enemy-held control points. But this spawn point 
is available only when the squad leader is alive, so avoid 
taking unnecessary risks. In fact, hold back and provide 
suppressing fire until the squad has cleared out the area 
around a contested flag or silo. 


Ihe squad leader's spaum point shoius up as a green 
dot on the spaum screen. If the squad leader is in a 
vehicle uihen qou spaum, qou re-enter the game in the 
same vehicle— assuming there are enough open creiu 
positions available. 


Move Titan 

In Titan mode, the 
commander is the only 
team member who can 
fly the Titan around 
the map. Like the 
other support options, 
this is accomplished 
through the commander 
mode screen. After 
clicking the Move 
Titan button, select 
the Titan’s destination by clicking on the map. However, 
the Titan moves extremely slowly, so consider moving it 
incrementally, from one adjacent silo to the next. 

Keep it away from the enemy’s Titan unless the shields 
are still up. If the Titans are close to each other, infantry 
have an easier time boarding. With no artillery support 
in these battles, use the Titan’s four massive underside 
turrets to pound enemies on the ground. If the Titan is 
parked over a silo, its crew can defend it all by themselves, 
blasting any attackers with the turrets. 


Any player can become a squad leader by opening the 
squad screen ( [Caps Lock) ) and clicking the Create button 
next to the Squad label in the list on the left side — or press 
[ insert] - This creates a new squad, under the generic Alpha, 
Bravo, Charlie, etc. designations. To create a squad with a 
unique name, click the Custom Squad button at the bottom 
of the list, and enter a custom name of no more than 
10 characters. Whoever creates a squad automatically 
becomes the squad leader — but that doesn’t necessarily 
mean the creator is ready to lead troops into battle. 

Populate your newly formed squad by inviting players to 
join. In the squad screen, click the Manage Squad button at 
the bottom of the list to open a new side menu. Here you 
can select from a list of teammates. Place check marks 
next to five names and click Apply. This sends invitations to 
the selected players, which they can accept or decline. New 
players may not know how to join a squad, so this is a good 
way to get them involved. 

The Manage Squad menu is also used to kick players 
off your squad or mute their microphones. Place a 
check mark in the corresponding box next to the squad 
member’s name, and click Apply to boot or mute them. 
Only the squad leader can invite players to or remove 
them from the squad. 


If the entire team appears to he a lost cause, your first inclination mail he to hop into 
the commander seat. Your leadership shills are actuallij much more effective in a squad 
leader role, houiever. especially if there aren't that many squads to begin uiith. 





TEAM PLAY 








The bulh of squad poinTs are earned Through hills, buT an acTive order most be placed 
near The squad's position for These poinTs To counT. fls The squad leader, alinaqs issue 
an aTTach or defend order niilhin The squad's area of operations To maximize squad 
minis and expediTe The achievemenT of field upgrades. If qour squad leader isn'T issuing 
orders, requesTThem. 


Field Upgrades 


Keep up [Fie good work and qour squad mill be eligible for 
o field upgrade! Watch [be preen status bar in [be top left 
corner of [be screen [o monitor [be squad's progress. 


New to Battlefield 
2142 are the field 
upgrades, available only 
to players in squads. 
Effective squads earn 
squad points for 
accomplishing certain 
tasks, such as following 
orders or supporting 
squad members with 
support items — see 
the following table. 

The accumulation of 
these communal points 
is shown in the green meter in the top left corner of the 
screen. Once the meter is full, a field upgrade is awarded, 
allowing each squad member to select one locked item 
from the kit customization system. 

As with normal unlocks, only adjacent items in the 
upgrade tree can be selected. All unlocks achieved through 
field upgrades are temporary, lasting as long as the player 
remains on the server, regardless of which squad or team 
the player moves to. This is an excellent way to try out new 
equipment before spending hard-earned unlocks. 

There are no limits to how many field upgrades a squad 
can earn, so the longer the squad is effective, the more 
temporary unlocks it will access. Leaving a squad before an 
upgrade is awarded removes the field upgrade status bar, 
however, as well as the player’s ability to earn a temporary 
unlock, so find a good squad and stay with it. The field 
unlock value carries over from round to round. 


Squad Points 


Squad Points 


Squad Member Motivator [for hills performed Luithin the squad leader's 
order radius, but not Move Tol 


Heal fif healed olauer is a souad member! 


Revive fif revived olauerisasouad memberl 


Resuoolu fif supplied olauer is a souad member! 


Repair fif repaired olauerisasouad memberl 


Driver Assist [drivers oet bonus points if a passenger hills from the vehicle] 
Hill Assist f>5D/. health before other olauer's hilll 


Squad Management 


Invite players to qour squad through tbe Manage Squad 
menu. Use tbe same menu to Rich players off qour squad. 


The squad leader’s 
primary objective is 
to keep the squad 
on task. This is 
best accomplished 
through constant 
communications and 
the order system. Stay 
in contact with squad 
mates, holding down (v) 
while speaking through 
a microphone. Tell 
them what type of kits 
or weapons are needed and elaborate on the squad’s 
current objective. 

Squad members are much more likely to respond to 
orders when voice communication is established. Voice 
communication also allows for greater coordination 
when attacking or defending. Keep in contact with the 
commander, too, holding down [b) to orally request 
orders or other information. Accept or decline incoming 
orders from the commander by pressing [Pg Up] or [Pg Dn| , 
respectively. 

Squad leaders can issue orders themselves by right- 
clicking on the map in the squad screen, which is 
recommended whenever the commander fails to give 
orders. Accepted and issued orders appear as icons 
on each squad member’s mini-map, as well as on each 
member’s HUD. Right-clicking on the squad screen map 
also allows the squad leader to request artillery, orbital 
strikes, UAVs, and supply drops. 

These orders are best issued in the 3-D map. Simply 
aim where the support is needed and hold down (T) to 
bring up the support menu. Select which support option is 
required to relay the precise targeting information to the 
commander, who can then accept or deny the request. 
Keep in mind that not all support options may be available 
because of recharging downtime, station damage, or a 
vacant commander position. Strive for self-reliance within 
the squad and don’t become overly dependent on support 
from the commander. 


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The number of squads required differs based on The size of Tbe Teams. In mosT 
lG-plaqer bafties, a Team can geT bq until Tino squads. BuT in 32-plaqer gomes, a 
Team should be spliT inTo af leasT four squads. Even more squads are necessarq in 
huge 64-plaqer baffles: each Team can have a Total of nine squads. IT's up To The 
commander To suggest The formation of neui squads. If There aren't enough squads, 
consider dividing six-man squads or persuading some lone-uiolf plaqers To create 
Their ouin Through The Team chat function. 






0 maximum of nine squad slots are available to each team. Don't hog a squad slot bq 
yourself if the squad max has alreadq been reached. Open the squad to neui members or 
leave the squad and plaq as an unassigned plaqer. 


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LONE WOLF 

Lone-wolf players are at a major disadvantage because of 
the game’s heightened emphasis on team play. However, 
those wishing to play alone can still make a contribution to 
the team effort. Stay in the loop by creating a squad and 
immediately locking it so no other players can join — click 
the lock icon next to the squad’s name in the squad list. 
Consider creating a custom squad and naming it "Sniper” 
or “Recon” to better communicate your solo role. Creating 
a squad allows the lone-wolf player to stay in contact with 
the commander, request support, and even earn field 
upgrades. While solo players can make an impact with any 
kit, the recon kit is particularly popular, as it is useful for 
sniping and sabotaging commander stations. Lone-wolf 
players can take up supporting roles, too, by dropping 
med kits or ammo for other squads or racing around 
the map in an FAV as an engineer, conducting repairs on 
friendly vehicles or the commander stations. One thing 
lone-wolf players shouldn’t do is attack heavily defended 
control points or Titans. Even unorganized squads 
maintain the advantage over a player attempting to win 
the battle solo. 


When the friendly-fire option is activated on the server, 
team kills will follow. If you become the victim of a team 
kill, don’t rush to judgment. A majority of team kills are 
purely accidental, particularly on ranked servers. In some 
instances, your death might have been your fault. Did you 
step out in front of a speeding vehicle? Or maybe you ran 
in front of your squad’s support soldier while he was laying 
down suppressing fire. 

Whatever the situation, wait a few seconds before 
punishing or forgiving a team kill. While choosing a new 
kit in the spawn screen, listen or watch for incoming 
apologies. Make a habit of forgiving most teammates 
[(PgDn)), especially those who apologize — what goes around, 
comes around. Reserve punishment [ ( Pg UpQ for clearly 
intentional team kills — like the guys who shoot anyone who 
gets near the team’s gunship spawn point. Don’t seek 
revenge by hunting down the offending players — they’ll lose 
points for the punished team kill. 

Scan the scoreboard periodically and look for players at 
the bottom of the list with double-digit negative scores — 
these folks are probably full-time team killers. Get the 
ultimate revenge by initiating a vote to boot them off the 
server. 


SQUAD M EMBER 

While squad leaders 
coordinate and help 
the squad stay in the 
battle, it’s the squad 
members who get 
the job done. When 
entering a game, 
browse the available 
squads on the squad 
screen and join one. 


Before spawning, check bvqm mandering our of qour squad's visual range. Instead. 

the kit icons next to ^ ^ S(| jf [ffl| sup p 0rf p vice vefSfl 

each squad members 

name in the squad list. Choose a kit that supplements the 
squad’s capabilities. For instance, if it has no engineers, 
spawn in as an engineer to provide the squad with anti- 
armor capability. Or spawn in with an assault kit to 
provide medical support. If unsure, simply ask the squad 
what kit or equipment is needed most. 

Once in the game, stay within visual range of the other 
squad members to provide fire or logistical support as 
needed. Keep the communication lines open by holding 
down (v) to speak with the squad. Squad members cannot 
issue orders, but they can request support by right- 
clicking on the squad screen map or by pressing (T) and 
selecting the type of support needed. All support requests 
automatically go up the chain of command, and must be 
accepted by both the squad leader and commander before 
the support is deployed. 



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r 

^ T 

- ^ 

If the squad relies 

tit 

TEAM LOGISTICS 

| 

on vehicles to get 



1 

around, engineers are 


In the earlier installments of this series, supplies were 
scattered around the maps, easily accessible by all players. 
But this all changed in Battlefield 2, which required teams 
to deploy their own supplies. The same logistical system is 
carried over into Battlefield 2142, putting the onus on the 
team’s commander and squads to heal, repair, and rearm 
themselves. 

As discussed earlier, 
the commander can 
supply units on the 
ground with supply 
drops. These crates 
are best deployed at 
defensive positions, or 
wherever high-value 
vehicles (like tanks and 
battle walkers] require 
repairs. Vehicles can 
park next to a supply 
crate for slow but 
steady repairs. The repairs continue till the vehicle’s health 
is at maximum, the vehicle moves out of the supply crate’s 
support radius, or the supply crate is destroyed. 

Supply crates don’t provide an endless amount of 
provisions. After dispensing a pre-set amount of ammo, 
medical, or repair support, the crate self-destructs. 
Commanders must keep dropping fresh supply crates 
throughout the battle. 




When defending [lie Titan corridors, drop supplies 
near the consoles, allowing the team to rearm and heal 
after fending off attacks. 


Reserve supply crates for front-line vehicles like tanks 
and battle malkers. 


important. When in a 
vehicle, engineers can 
extend their repair 
capabilities to nearby 
vehicles, turrets, and 
commander stations. 

For instance, two 
tanks, each driven by 
an engineer, can repair 
each other when within 
close proximity, even 
while moving. 

Repairs are conducted much more slowly in this manner 
than with the engineer’s blowtorch, but staying inside a 
vehicle allows the engineer to remain protected and to 
return fire. Choose the engineer kit when driving a vehicle, 
and always try to team up with a second vehicle also driven 
by an engineer [indicated by the rocket icon above the 
vehicle]. 

Assault and support soldiers can also extend their 
healing and rearming capabilities to passengers and nearby 
units when driving or riding in a vehicle. 




The landing pads and Titan hangars repair and rearm aircraft. But a landing pad can be 
used unlg if its control point/silo is friendly or neutral, so matte the distinction before 
setting douin. The enemy's Titan hangar is aluiays protected by a shield, so don't even 
bother trying to land there. 



Some players parh their tanhs in front of supply crates during duels, protecting the crate 
uihile receiving constant repairs. This gives them an advantage, but given the sloui rate 
of repairs offered by the supply crate, it doesn't mahe them invincible. If your opponents 
try this, flanh them, hitting their side or rear armor to maximize damage. Or simply 
overuihelm them uiith firepouier from multiple tanhs. battle uialhers. or engineers. 


At the squad level, each squad should be self-sufficient, 
providing its own ammo and medical support. At the 
very least, each squad should have one assault kit and 
one support kit at all times. The assault soldier is the 
new medic, capable of dropping med kits and, with the 
defibrillator unlock, reviving teammates. As in Battlefield 
2, the support soldier can drop ammo, a vital asset to all 
teammates, especially engineers who run out of rockets 
and mines very quickly. Set up mini-supply depots when 
defending at control points, silos, or in the Titan. Drop a 
med kit and an ammo hub in a spot all squad members can 
easily reach, preferably behind cover. 



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copying or downloading expressly prohibited. 






No battle plays exactly the same. That’s the beauty of 
Battlefield. Regardless of how many hours you’ve played, 
each gaming experience is entirely unique. There are, 
however, general strategies and tactics that teams can 
apply to get the upper hand. 

Surprisingly, even some Battlefield veterans aren’t well 
versed in the rules and nuances of each game mode. But 
a basic understanding of these rules allows teams to tailor 
effective strategies, helping secure victory after victory. 

CONQUEST HEAD-ON 

In Head-On battles, both teams have bases that cannot 
be captured. Because each team has a permanent spawn 
point, these battles must be won through attrition by 
depleting the enemy team’s ticket count. The best way 
to do this is by holding a majority of the control points to 
bleed the opposing team’s tickets. For example, if there are 
five control points [including the bases), your team must 
hold at least three to initiate a ticket drain. 

The ticket drain causes a steady loss of tickets, but the 
rate of loss is not increased with the capture of 
additional control points. Don’t spread your 
team thin by attempting to capture and defend 
every control point on the map. This leads to 
endless flag chases, reminiscent of a game 
of whack-a-mole. Instead, capture and 
defend the barest majority (50 percent 
plus one) of control points. This allows 
for more manpower on defense at 
each control point, helping maintain 
L the ticket drain throughout the 
battle. 

It may sound easy enough, 

[but persuading the team to stay 
on defense is difficult — especially 
when team members think they’re 
winning. Squad leaders stand the 
best chance of keeping the team in 
line, explaining to squad members why 
the team is defending. If necessary, 
compromise with your trigger-happy and 
stat-hungry troops, telling them they 
can attack as soon as the team has a 
100-ticket advantage. 

An organized and disciplined team 
realizes the strategic and tactical 
advantages of digging in and letting the 
enemy come to it. Use lulls between 
attacks to stage elaborate ambushes 
with explosives or concealed vehicles. 

As long as a control point is held 
by your team, you can count on 
a steady stream of attackers to 
arrive. Just be patient. 


1 


CONQUEST DOUBLE ASSAULT 

Double Assaults are similar to Head-On battles. But in 
these small-scale conflicts, every control point on the map 
is up for grabs — there are no true bases. These battles 
can be won through attrition, or by capturing every control 
point on the map, denying the enemy any spawn points. 

In many respects, Double Assaults require much more 
defensive discipline — if nobody stays on defense, the team 
loses. Start by assigning one small squad to defend the 
starting control point. Then use the rest of the team to 
attack, capturing a majority of the control points to initiate 
a drain on the enemy ticket count. 

Maintain the drain by defending for a few minutes to 
establish a ticket count advantage before attempting 
to capture all of the control points. When going for the 
decisive victory, lock down the held control points with 
infantry while sending in tanks or battle walkers to assault 
the enemy’s last control point. 

CONQUEST ASSAULT 

Many of the battles in Battlefield 2142 are Assaults, 
with the EU as the defender and the PAC as the attacker. 
During Assaults, the defender holds all (or most) of the 
control points except for the attacker’s base, which can’t 
be captured. The defender can win the battle through 
attrition only, by depleting the attacker’s tickets. The 
attacker can win through attrition or by capturing 
all of the control points on the map. 

The defender’s ticket count 
can never be bled, however, no 
matter how many control points 
the attacker takes. Although the 
attackers begin with more tickets, 
they begin with a ticket drain too, 
imposed till they capture a control 
point. The defender can prolong the 
initial ticket drain by locking down all 
of the control points and isolating the 
attacker to its base. 

Because of the geographical layouts of 
these maps, most assaults are linear, with 
a clearly defined front-line control point 
backed up by several control points to 
the rear. Attackers should always try to 
break away from linear attacks and look 
for flanking opportunities. This is easiest 
if air units are available to drop troops 
on rear positions to open new fronts. 
Study the maps in this guide to identify 
and capture first the control points that 
produce the most valuable vehicles for 
the defender — denying the defender 
access to aircraft, tanks, and battle 
walkers greatly reduces its chances 
of holding out. 


m 


■l 


It 


A 


52 1 





TEAM PLAY 


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Capture the control point where the defender’s 
commander stations are located too, eliminating its ability 
to use artillery, UAVs, radar scans, and orbital strikes. 
Force the defender to make its last stand at the weakest 
control point on the map, preferably where players spawn 
in the open, making them easy targets for advancing tanks 
and battle walkers. 

The defender must prepare for the worst at the front 
line, while maintaining a light presence at the rear control 
points. The bulk of the team is needed at the front line, 
using every available weapon to stop the attacker and 
prevent it from stopping its ticket drain. Front-line positions 
are notoriously light on armored vehicles, so move tanks 
and battle walkers (spawned at rear control points) to the 
front as soon as possible. Without these heavy vehicles as 
reinforcements, front-line defenders won’t last long. 

Players defending the rear control points should man 
AA turrets to knock down any airborne assaults. If the 
attacker gains a foothold, consider falling back and 
consolidating forces around two or three key control 
points instead of counterattacking. This exploits the map’s 
bottlenecks and inflicts heavy casualties on the attackers. 

A defender can win the battle with only one control point, 
so avoid unnecessary (and costly) attacks — ultimately, it 
often costs more tickets to attack a control point than it 
does to defend one. 


TITAN 

Executing a winning strategy in the new Titan mode 
requires constant communication and coordination, testing 
the teamwork skills of even the most organized teams 
and squads. Each team should try to quickly capture (and 
defend) at least three out of the five silos, ensuring that the 
enemy Titan’s shields are down before the team’s Titan’s 
shields fail. To prevent a chaotic flow of changing orders, 
commanders should assign each squad to a particular silo, 
charging it with assaulting, defending, and counterattacking 
the silo for the entire battle. Such focus keeps squads from 
rushing all over the map and accomplishing little. 

Once the enemy Titan’s shields are down, a couple of 
squads should be assigned to assault its interior while 
the rest of the team stays on the ground and defends 
the silos and the team’s Titan. Even if the Titan infantry 
assaults are unsuccessful, maintaining control of the silos 
is a good backup plan, as each fired missile damages the 
enemy Titan. Plus, just attempting to assault the enemy 
Titan forces the enemy to tie up precious manpower for 
its defense, leaving fewer enemy troops on the ground — or 
assaulting the team’s Titan. 

The team that manages to simultaneously maintain a 
presence on its Titan, at the silos, and on the enemy’s Titan 
stands the best chance of winning. 












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copying or downloading expressly prohibited. 


In February 2140, the PAC’s X and II Command Divisions swept through Serbia and trapped the EU 9th Armored Corps 
in the heart of Belgrade. A massive ice wall blocking its retreat, the EU force, inspired by General Emil IMikoli, staged a 
tenacious resistance. In March, the PAC’s Northern Command Group arrived through recently annexed Bulgaria. Led by a 
swift, V-shaped formation of T-39 Bogatyr battle walkers, the bolstered PAC forces burst through the EU’s eastern flank and 
forced their surrender. With control of Eastern Europe, the PAC turned its sights to the EU’s central command in Berlin. 


iO 


In this small head-on battle, the magic 
number is two, meaning your team 
needs to hold at least two control 
points to impose a drain on the PAC’s ticket count. For 
the EU, this means holding the Statue and Com Tower. 

At the start of the battle, rush the Statue with the 
MK-15 Bandit and the L-5 Riesig. Meanwhile, send the 
remaining infantry pouring into the Com Tower via the 
alley just south of the Playground. Once both control 
points have been captured, take steps to hold them, 
including placing mines and sentry guns. Keep the L-5 
near the Statue, as this control point is likely to see 
the bulk of PAC vehicle attacks. Don’t worry about 
attacking the Ruin until your team has a significant ticket 
advantage. 


Playground 


Like the EU, the PAC needs to quickly 
capture and hold a pair of control 
points to bleed their enemy’s tickets. 
The Ruin is a short walk from the Pond, so use infantry 
to convert this control point as soon as possible. The 
T-39 Bogatyr and UAZ-8 Ocelot should head for the 
Statue and prepare the grounds for immediate EU 
counterattacks originating from the Com Tower and 
Playground. Commander supply drops at the Statue are 
necessary to keep the T-39 and infantry defenders at full 
strength and stocked on ammo. Defenders at the Ruin 
should monitor the alley to the south, watching for EU 
troops attacking from the Com Tower. Sentry guns and 
anti-personnel mines can help lock down this path. Hold 
tight at the Ruin and Statue till the ticket count is in your 
team’s favor. 


iO 








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copying or downloading expressly prohibited. 


This expanded battle features a few 
more control points, requiring your 
team to capture and hold a minimum 
of four to secure a drain on the PAC ticket count. As 
in the 1 6-player battle, draw your front line at the 
Statue and Com Tower while securing the Monorail and 
Playground in the rear. Use the MK-15 Bandits (filled 
to capacity) and the A8 Tiger to capture and defend 
the Statue, securing the only battle walker spawn 
point on the map. At the same time, move the AVM-2 
Groundhog to the Playground, where infantry can fan 
out and capture the Com Tower and Monorail. After 
establishing a front line, hold it with infantry and the L-5 
Riesig spawned at the Statue. Maintain control of the 
four southernmost control points as long as possible, 
bleeding the PAC ticket count in the process. 


TL& 

PRC Bose 


EU Bose 


There’s no way to quickly end this 
battle of attrition, so the PAC team 
is best off capturing and holding 
the four northern control points, using the same front 
line positions at the Com Tower and Statue. Grab the 
Statue as quickly as possible, rushing it with the UAZ-8 
Ocelots and reinforcing it with the Type 32 IMekomata. 
Meanwhile, fill the BTR-4 Romanov and rush toward the 
Ruin, allowing the infantry to assault the Com Tower 
and Pond on foot. Expect the heaviest fighting near the 
Statue, and be prepared to counter with firepower from 
the T-39 Bogatyr and Orbital Strikes strikes. If other 
control points fall, quickly counterattack, but never leave 
the Statue undefended — the battle walker spawn point is 
far too valuable to give away. 


BELGRADE 







16 and 32 Player 
PfIC [16 Player]/ 
Heulral [62 Player] 


— Radar Station 


BASES 


CONTROL POINTS 


PAC BASE 


inMiiroiifMiifimE 


Player Only 
PRC 


EU Con ro 


PRC Base Rssers 

PRC Control 16 Player 32 Player 


Tune 32 


Orbital Strides 


Radar .in 


if 


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copying or downloading expressly prohibited. 


POND 


• PRC Base 


Pond Assets 

PRC Control 1G Player 


32 Plauer 


This base serves as the 
primary source of vehicles 
for the PAC in 32-player 
battles. Although the 
base can’t be captured, 
the numerous assets 
provided here make it worth 
defending. The main road to 
the southwest also provides 
a quick way for the PAC to 
move vehicles out into the 
map’s center when going 
after control points like the 
Statue and Playground. The 
UAZ-8s should use this road 
early in the match to rush 
the distant control points. 

PAC players spawning at this 
base have two spawn points 
to choose from — a northern 
point near the vehicles and 
a southern point just meters 
away from the Pond. 

Attack 

the battle rages in the 
ap’s center, consider going 
after the PAC’s commander 
assets. Either grab an FA V 
or move out on foot. The 
base is usually deserted, 

except for the occasional players camping at vehicle spawn 
points. Gun them down or slip past undetected with the aid 
of active camouflage. Knock out the enemy commander’s 
gear with demo packs, then steal a vehicle to rejoin the 
battle. 


— Orbital Strides 2 — 


Jfir 

r"Ir> 


In both 16- 
and 32-player 
matches, the 
Pond is well 
within the 
PAC’s sphere of 
influence given 
its northern 
position. This 
control point is 
the PAC team’s 
uncapturable base on the 
1 6-player map, providing the 
team’s only vehicles. But in 
the 32-player variation, the 
Pond is up for grabs. 

Hrroch 

The flag sits on top of a hill 
overlooking the large pond 
to the south. While infantry 
and some vehicles can cross 
the pond, it’s best to attack 
from the hill’s eastern or 
western slopes. A dirt road 
to the north makes it easy 
for vehicles to rush the 
hilltop and convert the flag. 

Given the height advantage 
of the defenders, speedy vehicle attacks are the best way 
to convert this flag. 

Defend 

The hill’s high ground and low perimeter wall provide great 
visibility and cover for defenders. Two railguns are also 
located on the hill for added protection. But the perimeter 
wall blocks the view of both guns, preventing them from 
seeing beyond the hilltop itself. Still, both guns can be used 
to knock out vehicles attempting to rush the flag. 


Defend 

The commander assets alone are likely to draw plenty of 
attention from EU saboteurs. A lone railgun is the only 
defensive feature at this base, covering the road to the 
west. Defenders should expect most vehicular attacks to 
originate from this road. While the railgun is decent for 
defending against vehicle attacks, a sentry gun can help 
deter enemy infantry. 



Bathe uialhers can climb the steps on the hill's eastern and mestern slopes. Defenders 


map mant to boobij-lrap these access points mith explosives. 








The Ruin can be capTured from the second-floor office jusf oiesi of the flag. Climb The 
die of rubble outside the building to access this room. Once inside, move east, tooiard 
the flag, until gou're inside the capture radius. This is a good defensive position for 
contesting flog captures, too— as long as goo stag out of sight. 


EU Control 


Statue Assets 
PRC Control 


32 Player 


L-S 

T-33 — 1 

Roiloun 

Roiloun 2 2 


The Statue is another 
central control point likely 
to see heavy fighting 
during both 1 6- and 32- 
player battles. But the 
stakes are much higher 
in 32-player matches as this is 
the only control point on the map 
that spawns a battle walker. 

Both sides must attempt to take 
this control point early and hold 
on to it as long as possible. In 
a battle this evenly matched, 
attaining a battle walker is just 
as important as denying the 
enemy one. 

nrrach 

If the Statue is already held by 
the enemy, avoid the two main 
ramps to the east. Defenders 
are likely to be expecting 
attacks in this direction or are 
already facing this direction, 
distracted by the action near 

the Com Tower or Ruin. Instead, sneak along one of the snow- 
covered roads to the west to take the defenders by surprise. 

If you make it in unnoticed, hold your fire and approach 
the flag. Wait until the flag is at least neutralized before 
attempting to mop up the defenders. 

Defend 

Once captured, the Statue is relatively easy to lock down. 

The flag is surrounded by a low wall, preventing most vehicle 
rushes, but battle walkers can step over the wall. Mine the 
ramps to the northeast and southeast to knock out incoming 
vehicles. Don’t ignore the snow-covered roads to the northwest 
and southwest, which are also potential avenues of covert 
attack. The two railguns to the north and south are capable of 
engaging attackers from any of these directions. Sentry guns 
and demo packs placed around the flag can help eliminate 
enemies that manage to slip through the outer defenses. 


The moll surrounding The Sfofue Is loo blgb To lump over and Ibe fern occess poinfs mog 
be boobg-fropped or covered bg senlrg guns. InsTeud, hop onto The melol rubbish bins 
pushed ugulnsT The moll ond drop domn on The older side. 




TG ond 32 Ploger 

• Pond 

Neutrol 

• Sfofue 


yy» Com Tomer rm 


BELGRADE 


EU Control 


Ruin Assets 
PRC Control 16 Planer 


32 Planer 


Given its central 
location and lack of 
defensive features, the 
Ruin control point is 
likely to change hands 
several times during the 
course of a battle. The flag 
is stuck in the ground at the 
southern side of a damaged 
skyscraper. 

Attach 

The general openness of 
the Ruin makes it tough 
even to approach on foot. 

Try to rush it with a vehicle 
whenever possible. Attackers 
can find some cover around 
the flag’s base, useful during 
the conversion process. 

The building overhang can 
also provide protection from 
incoming orbital strikes, 
but it’s best to stay away from the flag when you’re not 
capturing it. 


A railgun just south of the flag is a good way to blindside 
enemy vehicles attempting to rush this control point. 

Recon troops may want to defend from farther out, holding 
attackers at bay with their sniper rifles and demo packs. 
Defenders should keep an eye on the map and study 
which team holds the three surrounding control points to 
determine the most likely avenues of attack. 


RUIN 


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copying or downloading expressly prohibited. 








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copying or downloading expressly prohibited. 


The Playground is the 
EU base in 1 6-player 
battles, spawning a 
couple of vehicles and 
serving as home to the 
commander’s assets. 


ED Control 


Playground Assets 

PRC Control 16 Plauer 


33 PlauEf 


L-S 


Orbital Strihes — 


com TOWER 




IG and 33 Player 

• Ruin 

Neutral 

• Statue 

> ■ I, 

FV* Playground m 


Although the Com Tower 
control point offers no 
vehicles or defensive 
weapons, its central position 
makes it a valuable piece 
of territory. Situated in a 
small courtyard park tucked 
among skyscrapers, the 
control point is somewhat 
insulated from the chaos 
surrounding it. 

nrroch 

The perimeter wall and 
nearby trees make it 
impossible for any vehicles 
other than battle walkers 
to approach the control 
point. But even walkers 
have difficulty navigating the narrow paths between trees, 
making them vulnerable to ambushes. For this reason, 
move in on foot, bringing along plenty of automatic 
weapons and a few shotguns, if available. Use the objects 
around the flag for cover and consider deploying a sentry 
gun or two to help fend off counterattacks. 


of camping out near the flag, move out among 
e trees and watch the control point from a distance. 

But before moving out, consider deploying some demo 
packs and sentry guns around the flag. Most attackers 
will funnel in through the alleys to the north or south. Use 
assault rifles and light machine guns to cut them down 
before they can even reach the flag. But keep an eye on the 
flag’s status, and be ready to counterattack or detonate 
explosives if it’s neutralized. 


Radar Station — 


This sparse courtyard 
features a few trees, 
a couple of swing 
sets and a basketball 
court — hardly enough 
cover for a full-scale battle. 

Players spawning at the 
Playground can get a quick 
jump on the Com Tower by 
advancing through the alley 
to the north. 

Hrrach 

Unless you’re in a battle 
walker, it’s impossible to 
get close enough to the flag 
to convert it. You’ll usually 
need to take this one on 
foot. Still, use vehicles to 
get as close as possible 
before rushing the flag. The 
nearby apartments are likely 
to house snipers and other 
defenders using the flag as bait. Carefully survey the area 
[preferably with a UAV) before moving in to capture the 
flag. 

Defend 

The low wall surrounding the Playground offers some 
protection, preventing most vehicles from approaching 
the flag. A railgun is positioned near the main road to the 
west and can engage incoming vehicles from the north 
and south. If the control point is contested, recon troops 
(with sniper rifles) and engineers (with rocket launchers) 
can rain down heavy fire on the flag area from the second- 
story balconies to the north and south. These elevated 
positions provide a great view of the Playground as well as 
concealment. 


, L. 



The park's trees and rocks provide excellent cover inhether attacking or defending. 
Methodically advance from one piece of cover to the next to avoid getting shredded. 


Like the mall surrounding the Statue, the mall at the Playground cannot be leaped. Use 
the benches on the outer side of the mall to get a boost over. 


RLAYGROIINO 


EMi 

IG and 33 Player 
EU [IG Player]/ 

Neutral [33 Player] 


• Com Tomer 


• Monorail 







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copying or downloading expressly prohibited. 


MONORAIL 



Ell BASE 


BE LO RAPE 


32 Player Only 
Neutral 


• Playground 

• Ell Base 






Advancing along the monorail trach allouis players to slip past the front lines and stage 
raids on northern control points litre the Ruin or PRC Base. Such maneuvers are best 
performed by recon troops equipped uiith active camouflage. 


El) Control 


Monorail Assets 

PRC Control IE Plauer 


32 Plauer 


Sitting just south 
of the EU Base, the 
Monorail is likely to 
stay under EU control 
for most of the 
battle. The flag sits at the 
base of the elevated station 
platform, flanked by two 
railguns. 

Attach 

Virtually no cover surrounds 
this control point, making 
it a great candidate for a 
vehicle rush. Approaching 
on foot is too risky, as the 
area is probably covered 
by snipers positioned in the 
station platform or along 
the monorail track. On the 
way in, open fire on the two 
railguns posted near the 
flag. Make sure teammates 
unload near the flag to speed up the conversion process. 

Defend 

No barricades protect the flag from vehicle rushes, 
requiring defenders to use the railguns or explosives to deal 
with such threats. Instead of staying on the ground, where 
there’s little protection, infantry are better off watching the 
flag from the elevated platform or on the actual monorail 
track to the west. This is possible by entering the covered 
station platform and simply jumping over to the track. Once 
on the track, it’s possible to advance north, toward the 
other control points, avoiding the carnage below. 


m 


EU CunffPl 


Ell Base Assets 

16 Plauer 32 Plauer 


n 


Orbital Sfrihes — 


Radar Station — 


Railoun 


The EU Base is located near 
the southern edge of the 
map, comfortably removed 
from the bulk of the fighting. 

But since this is where the 
bulk of the EU’s vehicles 
spawn, that team will need 
to take steps to keep it safe 
from PAC sabotage and 
theft. Like the PAC Base, 
this one has two separate 
spawn points. Those wishing 
to grab a vehicle should 
spawn at the southern point 
while those moving out on 
foot should spawn at the 
northern point. 

AM 

To avoid a long walk, grab 
a UAZ-8 or other vehicle 
before heading out for the 
EU Base. Even if attacking 
from the Monorail, it’s a 
long uphill climb and there’s 
not much cover along the 
way. All the vehicles and 
commander assets are 
clustered together in a 
relatively small area, making 
it easy to pull off vehicle 

theft and sabotage operations. Those wishing to spawn- 
camp can find cover and concealment in the surrounding 
forest. 


/j£ 

f W 


Defend 

The EU commander can handle most of the defensive tasks 
around this base by spawning in as an engineer. Since most 
attackers advance in vehicles, drop mines along the main 
road and entrance. A railgun is positioned near the main 
road leading into the base, capable of engaging attackers 
approaching from the north. Manning the turret of a 
parked MK-1 5 Bandit can also help deter enemy attacks. 









MAP FEATURES 

fift 


Commander: Help your team by locating and 
attacking the enemy team’s battle walker, tank, or 
both with orbital strikes. Keeping friendly vehicles 
healthy with supply drops is equally important. 
Squad Leader: Keep in close contact with the 
commander and order UAV support in low-visibility 
areas (like the Com Tower) before assaulting. 
Maintain mixed weapons capability within the 
squad to deal with infantry and the occasional 
battle walker or tank. Plant a spawn beacon near 
the Statue to help maintain control of this vital 
control point. 

Recon: Take on a defensive sniper role by setting up near 
the Statue and picking off targets at the Ruin, Com 
Tower, or Playground. Sabotage attacks on the enemy 
base’s commander assets are also possible with the help 
of active camouflage and demo packs. 

Assault: Lead attacks on control points that vehicles 
can’t easily access, like the Statue, Com Tower, and 
Playground. On defense, drop first-aid kits near control 
points to keep your squad at full strength. 

Engineer: Reinforce team-held control points by placing 
mines along the western road or other heavily traveled 
paths like the ramps near the Statue. Keep an eye on 
the status of friendly vehicles and conduct repairs as 
needed, always prioritizing the team’s battle walker. 

Support: Own the wooded area around the Com Tower, 
using machine guns and sentry guns to mow down 
enemies advancing through the adjacent Playground and 
Ruin alleys. Drop ammo packs near defensive positions to 
keep engineers stocked up on mines and rockets — they’ll 
need plenty to fend off vehicle attacks. 


CHOICE POINTS 

e Western Rood 

The road running along the 
western side of the map 
is the only north/south 
thoroughfare traversable 
by all vehicles and infantry. 
The chaos surrounding this 
road is enhanced by the 
proximity of all the central 
control points, including the 
Com Tower and Statue. As 
a result, this area is best 
avoided whenever possible — 
especially when advancing on 
foot. On the other hand, commanders can often find plenty 
of juicy targets on this road to pepper with orbital strikes. 


fl battle walker and sentrij guns can help 
block fhe wesfern road, denying enemy 
troops and vehicles passage. 


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copying or downloading expressly prohibited. 


In the 32-player battle, controlling this road is essential 
to protecting rear control points from vehicle rush attacks. 
Infantry can help deter traffic by placing mines and lying in 
wait with rocket launchers or other anti-vehicle munitions. 
Blockading the road with tanks and battle walkers is also 
an option, as long as they’re supported by infantry and 
frequent supply drops. 


Com Tower Alleys 

Capturing and holding the 
Com Tower often means 
controlling the alleys to 
the north and south, 
connecting this control point 
to the Ruin and Playground 
respectively. EU troops 
will usually face attackers 
approaching from the Ruins 
while pac defenders will Exercise caution when advancing through these 

often deal with assaults from narrow alleys, as they're often watched or booby- 
the Playground. In either trapped bl| enemy troops, 

instance, the alley pathways 

can be locked down by placing sentry guns and anti- 
personnel mines near these high-traffic alleyways. These 
passive weapons may not be enough to stop a determined 
assault, though, so support troops should keep these alleys 
in their sights while hiding amid the trees and rocks. 

LOGISTICAL CONSIDERATIONS 

Like most head-on battles, 
the bulk of the fighting in 
Belgrade occurs in the map’s 
center, focused mostly 
around the Statue, Com 
Tower, and Ruins. It’s up to 
assault and support troops 
to make sure teammates 
have plenty of ammo and 
first aid in these areas, 
particularly when defending. 

Commander supply drops 
should be reserved for 
vehicles and deployed along 
the western road. Battle 
walkers are likely to draw plenty of attention and require 
constant repairs. All team members should make an effort 
to keep their team’s battle walker in the fight as long 
as possible, even if it means repairing it in the heat of a 
firefight. Remember, battle walkers take a long time to 
respawn, so the longer you can keep your team’s walker 
alive, the better chance you’ll have at winning. 


Support and assault troops need to keep ammo 
and first-aid packs scattered around tbe central 
control points, like tbe Ruin. Heeping pour team 
healtbij and stocked on ammo can often be tbe 
deciding factor. 






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copying or downloading expressly prohibited. 


BELGRADE 


Vehicles are limited on this map, in both numbers and 
maneuverability, so use them with care. If you control the 
highway, you have a better chance of winning. It’s also vital to 
coordinate an infantry attack on the Statue and Com Tower 
control points. Each of these control points has its own 
advantages; controlling both should give you the upper hand. 


Monorail 

FEATURES: Monorail station, destroyed vehicles, craters. 

ATTACK: It should be fairly easy to take this control point. You 
can use your vehicles in several different ways to assist in 
the capture, but the best way is to try to stay on the main 
road. You can drive in behind the monorail station, but the 
road is much narrower here and you might be vulnerable 
to ambushes. 

DEFEND: You should be able to cover all entry points with the 
static weapons. Infantry should take cover in the buildings 
and around the parked cars, but they can also climb up the 
monorail station to get a height advantage. 

Playground 

FEATURES: Tall residential buildings, park, and pond. 

ATTACK: Vehicles have no access to the actual flag but can 
circle around it and provide cover fire while infantry move 
in and capture it. 

DEFEND: If you can keep vehicles out of this yard, you have a 
better chance at defending this flag. There are only two 
entry points for vehicles. Use the static weapon and mines 
to cover these points. 

Statue 

FEATURES: Large monument, large residential buildings with 
balconies, a small park, and parking lots. 

ATTACK: Attacking this control point can be tricky, because it’s 
on an elevated platform. There are several paths to choose 
from, though, both for vehicles and for infantry, and if you 
can coordinate an attack you should be able to surround 
the defending team. If you take this control point in the 
32-player battle, you will have access to the only battle 
walker on the map, so this is a key control point. 

DEFEND: There are several ways into this area but you should 
be able to monitor them fairly well if you have enough 
soldiers up there. Mine the vehicle paths, and you will 
have a much easier time holding this control point. With 
the battle walker on your side, holding the point becomes 
much easier. 


Com Tomer 

FEATURES: Narrow pathways, forest park, with lots of trees/ 
stones to use for cover. 

ATTACK: Use the trees to your advantage and try to surround 
the small Com Tower. Use the surrounding balconies to get 
a slight height advantage. 

DEFEND: This is a hard control point to defend; the enemies 
have a lot of options for attacking. Try to stay close to the 
actual Com Tower; there are many hiding places around 
that area. 


Ruin 

FEATURES: Burned-out building, vehicle wreck. 

ATTACK: This control point can be attacked with vehicles, and 
that, in combination with your infantry soldiers, is your 
best option for taking control. 

DEFEND: The terrain makes maneuvering a vehicle difficult, and 
if one gets close enough, you should be able to destroy it 
with the static weapon. You should also be able to fend off 
any infantry units, because the area is fairly open. 


Pond 

FEATURES: Tall residential buildings, park, pond. 

ATTACK: There are several infantry paths into this control 
point; use this to your advantage to surround it. It’s not as 
accessible to vehicles, although they can get up here. 

DEFEND: The two static weapons should provide you with 
enough firepower to defend against incoming vehicles. 
Infantry should use the height advantage and the low walls 
to fend off incoming enemy troops. 




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copying or downloading expressly prohibited. 


The assault on Camp Gibraltar was the first deception attack used by the PAC to draw EU forces out of position. Although 
not of military significance, the site was an important staging point for refugees from the western Mediterranean 
territories. On April 10th 2142, the PAC’s AA Command Division attacked the camp. The EU’s 4th and 5th Armored 
Battalions fought vigorously but conservatively. The EU commander relied on sniper tactics to hold key positions in an 
attempt to occupy the PAC forces as long as possible. 


As the attacker, the PAC team begins the 
battle with more tickets. However, a ticket 
drain is in effect till they capture one of 


The PAC team must grab a control point 
quickly to halt the drain on its tickets. If 
the team mobilizes quickly, it can capture 


|Bh^ \ h 

| T 

'3 r ' i 




[if ‘i ill 


TO 





the EU team’s control points. Therefore, it’s imperative that 
the EU forces hold back the attackers as long as possible to 
keep bleeding the PAC ticket count. All but one player should 
spawn at the Toll Station and prepare to defend it, using 
rockets, mines, and small arms fire to stop the PAC battle 
walker and infantry. Only one player is needed to spawn at the 
EU Base and bring the battle walker to the front lines. Hold 
steady at the Toll Station as long as possible, using orbital 
strikes and supply drops to support the defensive effort. If 
the Toll Station falls, divide the team to defend the Central 
Camp and EU Base. Meanwhile, try to retake the Toll Station 
with the L-5 Riesig to restore the PAC ticket drain. 


the Toll Station before the EU battle walker can respond. Lead 
the attack with the T-39 Bogatyr with infantry following closely 
behind, preferably along the western catwalk. Both the T-39 
and infantry should be prepared for the inevitable L-5 Riesig 
counterattack through the gate just south of the flag. Focus 
fire on this narrow passage to knock out the EU battle walker, 
then secure the Toll Station. Keep the T-39 near the Toll 
Station to help defend it against counterattacks. Remember, if 
you lose your foothold here, the ticket drain resumes. In fact, 
it’s possible to fight a battle of attrition entirely from the Toll 
Station. But for a more decisive victory, send infantry deeper 
into the camp to capture the EU Base and Central Camp. 












PRC Bose 


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copying or downloading expressly prohibited. 


CAMP GIBRALTAR 


Ell Bose 


HI 


The EU strategy is the same in this 
expanded map, with more control 
points to defend. This time the front- 
line position is the Harbor, and almost every teammate 
is needed here to prevent it from being overrun by PAC 
forces. Pack the road and nearby ramp with mines to 
stop rush attacks by the battle walker and FAVs. Move 
the L-5 Riesig to the front, too, parking it near the 
Harbor flag. EU infantry should fan out and cover the 
Harbor flanks from rooftops and stairways. A smaller 
defensive force is needed at the Toll Station to deal 
with any PAC breakthrough attacks. Even if the Harbor 
falls, the line must be held at the Toll Station as long as 
possible — this is the strongest defensive position on the 
map. If the PAC forces capture the Toll Station, they’ll 
have an easy time infiltrating the remaining control 
points to the south. If necessary, rally around the EU 
Base as a last resort. Maintaining the L-5 spawn point 
(and the commander assets) is your best chance at 
staging successful counterattacks. 




Once again, the PAC force must 
strike quickly to end the drain on its 
ticket count. Rush the Harbor with 
the T-39 Bogatyr and FAVs in an attempt to overwhelm 
the defenders before their battle walker arrives. The 
Harbor flag falls quickly if you can get a few vehicles 
around it. Instead of grinding against the Toll Station, 
solidify defenses at the Harbor while sneaking infantry 
along the western catwalk system to infiltrate the 
southern control points like the Central Camp and EU 
Base. Before assaults, squad leaders should deploy 
spawn beacons to maintain a PAC presence in the south. 
Such flanking attacks can be tricky on this map, but it’s 
the best way to avoid bogging down at the Toll Station. 
Recon troops with active camouflage have the best 
chance of breaking through unnoticed. Take the EU Base 
as soon as possible to shut down its battle walker spawn 
point and commander assets. With a strong presence 
at the Harbor and EU Base, squeeze the remaining EU 
positions from the north and south till they run out of 
spawn points or tickets. 









PAC BASE 


32 Player Onlij 
PHC 




This northern amphibious landing 
site is the staging area for the 
PAC assault on the EU-held 
camp. Unlike the EU team, PAC 
forces have two permanent j-jg 
spawn points here, as this base 
cannot be captured. Players 
seeking vehicles should spawn at 


PHC Base Ossets 

16 Plauer 32 Plauer 

— 2 _ 

— 1 _ 

— 2 


Radar Station — 




the northern point, while those 
looking to assault on foot should RailQUfl 
spawn to the south, closer to 
the Harbor control point. 

Attack 

Although the PAC Base can’t 
be converted, EU troops need 
to put some pressure on the 
enemy, particularly at the 
start of the battle. Instead of 
rushing the base, hold back 
near the Harbor and engage 
PAC forces at a distance with 
rocket launchers and sniper 
rifles. Once available, orbital 
strikes can be devastating 
Iwhen focused on the 
[bottleneck at the Harbor’s 
[entrance. 

Defend 

PAC troops should focus 
mostly on getting off the 
beach as soon as possible 
and securing a new spawn 
point within the camp. But a few defenders should take 
steps to prevent the damage and theft of spawning 
vehicles. Sentry guns are the best way to deter infantry 
attacks, and should be placed on the northern end of 
the beach near the T-39 and UAZ-8 spawn points. Three 
railguns are also available on the eastern and western edge 
of the beach, useful for taking out any vehicles that move 
within range. 


Jf*- 


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copying or downloading expressly prohibited. 

HARBOR 


" 16 and 32 Player 

“is 

PHC [IB Player]/ 

• PHC Base 

EU [32 Player] 

• Toll Slalion 



EU Control 


Harbor Assets 

PRC Control 16 Plauer 


32 Plauer 


— Orbital Stfihes 2 — 


— Radar Station 


In the 1 6-player battle, 
the Harbor serves as 
the PAC Base, and is 
named as such. But in 
the 32-player battle, 
the Harbor starts off 
as the EU’s front-line 
position. Holding the 
Harbor as long as 
possible is critical to a 
EU victory, but the team must 
work together to withstand 
the PAC onslaught. 

Attach 

When attacking from the PAC 
Base on foot, avoid frontal 
assaults as much as possible. 

Instead of rushing up the main 
access ramp to the northwest, use breaches in the nearby 
fence to get off the beach, such as the one to the north. Once 
in the Harbor facility, use cover and try to flank the flag from 
the east or west. Vehicles, like battle walkers, can advance right 
next to the flag and begin converting it immediately. But such 
bold maneuvers are usually met with a barrage of rockets and 
the blasts of the demo packs and EMP grenades. Instead, use 
fire support from battle walkers and FAVs at a distance while 
infantry move in for the capture. Once PAC troops secure the 
Harbor, they can access the camp’s elaborate catwalk system, 
allowing for deeper infantry incursions. 


In the early moments of a battle, it’s up to EU infantry to hold 
this position, at least till vehicle reinforcements from the EU 
Base arrive to help out. The easiest way to halt the PAC assault 
is to keep the enemy pinned on the beach. But if the PAC 
troops get too close, they can infiltrate the Harbor facility via 
the ramp or the fence breaches to the north and south. Cover 
these areas with both anti-personnel mines and sentry guns. In 
addition, scatter anti-vehicle mines along the Harbor ramp. The 
EU battle walker and FAVs can help hold back attacks at these 
points, too. In the event PAC troops push through the first line 
of defense, place some demo packs and sentry guns around the 
flag for insurance. Recon troops can also cover the flag 
and eastern/western flanks from surrounding rooftops. 






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copying or downloading expressly prohibited. 


TOIL STATION 


£3^ 


1G and 32 Planer 


EU 


wfeniil 

1 



• Harbor 

• Central Camp 





El) Control 


Harbor flssefs 

PHC Control IE Planer 


32 Planer 


This large plaza 
provides the EU with 
another opportunity 

to stem the pac Railoun Hailoun 

advance. The flag sits 
out in the open, and can be 
easily approached by both 
infantry and vehicles. But 
the surrounding catwalks 
and accessible rooftops give 
defenders a clear shot at 
any capture attempts. 

Rtroch 

A coordinated infantry and 
vehicle attack is the best 
way to convert this control 
point. Infantry should move 
in slightly ahead of the 
vehicles, assaulting along 
the catwalk system. This 
system can be accessed 
from the Harbor to the 
north or just outside the Toll Station’s northern wall. While 
infantry suppress and distract defenders from above, the 
battle walker should move in for the capture. FAVs can also 
rush the flag, unloading troops for a quicker conversion. 
Attacking simultaneously from the ground and catwalks 
helps destabilize any defensive efforts, greatly enhancing 
the chance of success. 


Defend 

The majority of attackers will hit this control point from 
the ground, rushing through the Toll Station gates north 
of the flag. These gates are a key choke point when the 
enemy advances from the Harbor. Anti-vehicle mines placed 
at the two large gate openings can halt enemy FAVs and 
battle walkers. Engineers with rocket launchers and the 
team’s battle walker can also suppress vehicle attacks by 
focusing their fire at these narrow entry points. Infantry 
attacking from the Harbor will usually advance along the 
western catwalk. As such, recon troops [with sniper rifles) 
should focus their fire on this area — the rooftops to the 
east and west of the flag are ideal sniper perches. Placing 
anti-personnel mines and sentry guns along the catwalks is 
a good idea, too. 


Defend 

Since the control point can be infiltrated from several 
directions, focus on covering the flag and its capture 
radius as opposed to every possible entry point. Compared 
to other flags on this map, the Central Camp’s capture 
radius is very wide — this is why it can be converted from 
within the northern tunnel. A pair of inward-facing sentry 
guns can cover the two staircases flanking the flag. Demo 
packs are less effective here because of the large capture 
radius, but can still pack a deadly punch if placed near likely 
capture areas, such as the southern tunnel and the tops of 
the two staircases. 


EUConfrol 


Harbor Assets 

PHC Control 16 Plauer 


32 Plauer 


Bail Hailoun 


l— l 


The Central Camp’s 
flag is positioned 
on a large elevated 
platform, locking out 
all vehicle capture 
attempts. But the thick walls 
surrounding this control 
point also prevent vehicles 
from directly defending the 
flag. It’s solely up to infantry 
to capture and defend this 
hotly contested area. 

Rtrach 

There are only a few ways 
to attack this control point, 
none of them easy if the 
enemy puts up a defensive 
effort. The most obvious 
and direct path is from 
beneath the platform, using 
one of the two staircases. 

If you’re expecting heavy 
resistance, however, opt for one of the two catwalks to the 
south or west. Access these catwalks by using one of the 
ladders to the south, along the adjacent elevated walkway. 
The southern catwalk is the best option, allowing you to 
capture the flag without actually stepping out onto the 
platform. Simply hold in the northern tunnel until the flag is 
converted. 











RUINS 


• Central Camp 

• Ell Base 


p 16 and 32 Player 
Ell 


Ruins Assets 

PRC Control 16 Planer 


EU Control 


32 Planer 


Radar Srarion — 


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copying or downloading expressly prohibited. 


EU BASE 


The Ruins control 
point serves as the 
convertible EU Base 
in 1 6-player battles, 
spawning a valuable 
L-5 Riesig. It plays 
a less crucial role in 
the 32-player battles, 
providing no assets at 
all. In the 1 6-player 
variation, the flag sits outside 
the main structure to the 
west, making it capturable by 
vehicles. But in the 32-player 
battle, the flag is secured 
within the damaged structure, 
sitting in the center of a small 
courtyard. 

MfflCk 

In 1 6-player battles, 
attacking the Ruins is pretty 
straightforward. Simply rush 
the flag and wait till it’s 
captured. Of course, this 
is best accomplished with 
a battle walker. Because of 
the dragon’s teeth placed at 
the gate to the north, FAVs 
cannot advance on the flag or 
farther south. Tactics change 
in the 32-player battle, with 
the flag positioned in the tight 
courtyard. On foot, cautiously 




32 Player Only 


EU 

• Ruins 




Ell Base Assets 

EU Control 16 Player 3B Plauer 
— 1 

— 2 


Radar Station — 


16 Player: Ell Base 


32 Player 


advance through one of the 
tunnels to the north, west, or south. Instead of crouching 
next to the flag, hold back and capture the flag from within 
one of the tunnels. This provides some concealment as well 
as some cover from retaliatory orbital strikes. 


Like the flags of 
the Central Camp 
and Ruins, the EU 
Base’s flag sits in 
the center of a large 
courtyard surrounded 
by tall, thick walls. 

While vehicles can 
assault and defend 
the exterior, it’s up to 
infantry to fight over this 
flag, maneuvering over 
and around pieces of the 
collapsed central platform. 

(Mack 

This crucial flag can be hit 
from the east or west, via 
tunnels on the ground or 
upper level. To avoid being 
picked off by defenders 
positioned above, it’s best 
to enter through one of the 
upper-level entrances. A pair 
of staircases are available on 
the western side, providing 
access to the courtyard 
through two narrow tunnels. But both of these tunnels exit 
onto collapsed portions of the platform, requiring you to move 
close to ground level to enter the flag’s capture radius. The 
eastern approach is a little better. Either climb the ladder 
outside or advance across the catwalk connected to the 
adjacent building to the east and enter through the narrow 
tunnel. The eastern side of the platform is level, ensuring that 
no defenders have a height advantage on you. Hold the high 
ground while within the capture radius to convert the flag. 


Instead of centering the defense on the flag, work on 
locking down the narrow choke points to the north. Place 
sentry guns near the gate [barricaded with dragon’s teeth) 
and the adjacent alley to the east to slow infantry attacks. 
Hide mines among the dragon’s teeth to surprise enemy 
battle walkers approaching from the north. Also, toss a 
few anti-personnel mines in the alley to the east, hiding 
them behind crates. At the flag, sprinkle around some 
demo packs, making sure the tunnels are covered during 
32-player battles. 


Keeping attackers away from the building is the first line of 
defense and is best accomplished by patrolling the eastern 
side of the building and surrounding streets with the battle 
walker. Drop some sentry guns outside the eastern side of 
the building too. Since the flag can be captured from the 
platform and the ground, defending the courtyard interior 
requires more manpower and resources than usual. Sentry 
guns are needed at the platform and ground level, facing 
east and west — deploy them near the corners for maximum 
coverage. Avoid dropping anti-personnel mines in the 
tunnels, as they’re often traveled by your own troops and 
may result in team kills. Instead, cover the tunnels with 
automatic fire from support and assault troops. 







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Commander: Keep the orbital strikes firing in 
this map as often as possible, using it to soften 
defensive positions or annihilate targets crowded 
around bottlenecks. The battle walkers are another 
key concern and it 5 s up to you to keep them healthy 
with supply drops. Constantly run radar scans to 
locate enemy units attempting to break through the 
front lines positions. 

Squad Leader: Keep the squad informed of the latest 
objective using either the tactical map or VoIP. 
Lone-wolf tactics fail miserably during this assault 
battle and it’s up to you to keep everyone focused 
and within support range. PAC squad leaders 
should always carry spawn beacons and drop them 
deep in EU territory, near the Central Camp, Ruins, 
or EU Base. 

Recon: At the start, choose a sniper load-out and take 
up elevated positions to pick off enemies at the Harbor 
and Toll Station. As the battle moves farther south, go 
special ops and use active camouflage to stage sneak 
attacks or demo packs to defend. 

Assault: Keep your teammates alive with first-aid kits 
and defibrillator shocks. The shotgun upgrade for your 
assault rifle can come in handy for the close-quarter 
fighting around the southern control points. 

Engineer: When defending, load up on mines and pack 
them into the map’s narrow choke points around the 
Harbor and Toll Station. Attackers will find the AE 
defuser helpful for disabling explosives. 

Support: Stick with the machine guns in the fighting 
around the Harbor and Toll Station, but consider going 
with the shotgun around the southern control points. 

On defense, build sentry guns around control points and 
keep engineers stocked on rockets and mines. 

KEY CHOKE POINTS 

Harbor Entrance 

In 32-player battles, the 
EU defenders can rack up 
tons of kills by setting up on 
the northwest Harbor edge 
and raining fire down on 
the beach. This is especially 
true if the PAC attackers 
attempt to advance up 
the narrow concrete ramp 
to the northwest. Orbital 
strikes in this bottleneck are 
devastating. To avoid such 
carnage, PAC forces should 
attempt to flank the Harbor from the wide-open northern 
side. Infantry can also flank from the south, climbing 
ladders to access the Harbor facilities. 




This romp near [Fie Harbor is liHelii to be mined bij 
EU defenders. PRC troops and vehicles should find 
another may around. 



EU defenders have another 
major choke point waiting at 
the Toll Station. There are 
only two open lanes at the toll 
plaza north of the flag, making 
1 it relatively easy for defenders 
jrto stop vehicle traffic with 
{mines and some well-aimed 
Irockets. A third gate to the 
Vehicles advancing through the toll plaza should south of the flag is the only 
expect mines and vollegs of incoming rochets, vehicle passage providing 

access to the southern half of 
the camp. No matter who holds the Toll Station, controlling 
traffic through this southern gate is very important. 

LOGISTICAL CONSIDERATIONS 

r Without adequate first aid, 

the average player’s life span 
is very short on this map. 

: Therefore, most players 
! should opt for the assault 
troop kit and drop first-aid 
skits at key areas. This is 
^ lparticularly important around 

^*#the Harbor and Toll Station, 

Drop first-aid hits in high-traffic areas, where it’s necessary to 
preferably behind some sort of cover. Healing hold positions despite heavy 
tahes a inhile and its best if you're not exposed incoming fire. Both teams 
to fire LUtlile patching up. can benefit from first-aid 
kits deployed along the 

catwalk system. Try dropping them in the towers, 
giving teammates a chance to heal while behind 
cover. Team commanders can help with supply 
drops, but these should be reserved entirely 
for the battle walkers. The EU’s L-5 Riesig in 
particular should never be too 
far from a supply crate when 
defending the Harbor and 
Toll Station. 










Ruins 

FEATURES: Damaged modules from the initial bombing of 
the camp. 

ATTACK: This area provides excellent cover for your infantry; the 
defending battle walker will have problems spotting all the 
attackers. Use this to your advantage and sneak up to the 
enemy battle walker with explosives to knock it out. Carry 
EMP grenades or other anti-vehicle weapons with you. 

DEFEND: Having control of the catwalks will be useful around 
this control point, as with most flags on the map. 

EU Bose 

FEATURES: Base of operations for EU. 

ATTACK: Try to steal the EU battle walker by sneaking behind 
the modules. Make sure the enemy does not get out of the 
area, to prevent the recapture of your flags in other parts 
of the map. A few soldiers on the catwalks assures a full 
overview of the area. 

DEFEND: Do not let the battle walker stand unused. If the 
enemy succeeds in stealing it, you will find yourself fighting 
two battle walkers. 


Harbor 


FEATURES: A train station leads to the Harbor area, which 
suffers from low water levels. 


ATTACK: Make good use of the vehicles, which are your 
advantage against the defenders. If you move fast, the 
defenders will not have time to bring in their heavy vehicles 
until it’s too late. 

DEFEND: Try to keep your foes at bay until you get all your 
vehicles to support your defensive positions. Use rooftops 
and catwalks effectively to get height advantage. 


Central Camp 

FEATURES: A densely built camp with living quarters/modules. 

ATTACK: The area has a lot of cover, which infantry can use 
to surprise defending forces, taking unexpected routes 
around the camp. If you can take any of the rear control 
points before this one, your attack on this position should 
be easier. 

DEFEND: Man the railgun at all times to keep the enemy battle 
walker out of the area. Use your own battle walker to fend 
off any enemies attempting to come through the gate. 


FEATURES: A toll station to clear all incoming cargo from the 
docks. 

ATTACK: Only an effective team with coordinated attacks can 
get through this bottleneck. Use the catwalks to pick off 
defenders, letting your own team progress through the 
area. 

DEFEND: Dig in by using all rooftops and catwalks; mine the 
toll station to hinder the battle walker. To simplify defense 
coordination, have one squad take care of the catwalks. 


EU: Use all catwalks, roof, and cover to dig in and stop any 
PAC advance with a coordinated defense line. Your height 
advantage is crucial to your defense. 

PAC: Capture the Harbor will give you a much better base 
of operations than you had at the beach, where you were 
very vulnerable. From then on, it’s an extremely tough 
battle to take all the control points. The best strategy 
to win the map against a tough enemy is to make full use 
of the squad system. Use teamwork and the IMetBat™ 
Battlefield System, and unlock items such as active camo 
so that you can sneak around to capture some of the back 
control points. Then loosen up the defense lines at the 
front by creating chaos and panic in the EU rear. Squad 
members should stick together at all times; teamwork is 
extremely effective in combat and flag-capturing. Members 
of a squad should respawn with their squad leader at all 
times. Use the commander for all he’s worth in this map. 


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copying or downloading expressly prohibited. 




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copying or downloading expressly prohibited. 


CERBERE LANDING 


By 2142, Cerbere Landing was the last EU stronghold on the European continent. The port served as the chief defensive hub 
for the EU’s Northern Mediterranean operations. Tasked with seizing the harbor, PAC General Zhang Yuan used commando 
units equipped with the new IT-33 Optical Camouflage to infiltrate the city. Once inside, they sabotaged the defenses, allowing 
the General to land his forces in the main harbor. There they faced the Hell Brigade, the EU’s premier infantry unit, assigned to 
defend the city. The ensuing violence would establish Cerbere Landing as the most fierce and costly battle of the Cold War. 




QmiHi flffirPQ 


HI 


You can maintain a ticket drain on the 
PAC forces by holding strong at the 
Town Center while retaining control 
of the Roadblock Area and Command Center. If the PAC 
hold all three control points, the EU team’s ticket count 
will start to bleed. Control the central and western roads 
with mines and rocket fire to prevent the enemy’s FAVs 
from breaking through and attacking the northern control 
points. Use your MK-1 5 Bandit to help hold the Town 
Center by gunning down PAC infantry with its turret. The 
MK-1 5 is also useful for staging swift counterattacks 
if one of the control points falls into PAC hands. If 
necessary, make your last stand at the Command Center, 
using sniper tactics, booby traps, and Orbital Strikes to 
inflict heavy casualties on the attackers. 


Stopping the ticket drain is the PAC’s 
first priority. Instead of grinding 
against the Town Center along the 
central road, flank it by sending the UAZ-8 Ocelots up 
the western road. From there they can drop off troops 
and assault the Town Center from the west, or proceed 
north and attack the Roadblock Area or Command 
Center. Both northern control points are lightly defended 
during the battle’s early moments, making them 
vulnerable to rush attacks. Take the Command Center 
quickly to knock out the EU commander’s assets and 
obtain another FAV. Plus, with spawn points to the north 
and south, it’s easier to assault the remaining central 
control points. 




Command Center 






The PAC ticket count bleeds from the 
start. To ensure that their tickets 
continue to drain, bulk up southern 
1 1 idi ipuuuei, reinforcing the roads around the Town Center 
and Church with mines and sentry guns to prevent 
breakthrough attacks. Monitor the control point status 
throughout the battle and maintain a solid east/west 
line, even if it means falling back to the north. If most of 
the team stays on defense, you can put up a good fight 
at the Roadblock Area by using the narrow streets and 
alleys to stage ambushes. Regardless of the situation, 
don’t give up the Command Center without a fight. It’s 
the strongest defensive position on the map and holding 
it offers your team’s best chance of survival. 


To stop the ticket drain, capture the 
Church, Towncenter, Roadblock Area, 
or Command Center. While the EU 
defenders are distracted at the Town Center, rush the 
Church with the UAZ -8 via the eastern dirt road. Securing 
the Church allows you to open a new front on the EU’s 
eastern flank. Defend the Church while launching covert 
attacks on the northern Command Center. Don’t leave the 
Command Center for last. Even an unorganized EU team 
can hold out there with ease. Instead, force them to make 
their final stand at a control point easier to lay siege to, 
like the Town Center or Church. 


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Command Center 











CERBERE LANDING 


Radar Station — 


the EU team are 
the defenders, PAC 
troops can convert 
this control point. 

Capturing this 
control point should 
always be a PAC priority, 
mostly to knock out the EU 
commander assets. The PAC 
team also gains an extra 
FAV here. The flag is posted 
on a balcony on the main 
building’s northern side. 

Infantry must assault the 
building and convert the flag 
at close range. 

Attack 

Reaching the Command 
Center’s grounds can be 
a challenge for attackers. 

If attacking on foot, slip 
around the fence to the 
southwest, near the orbital 
strike radar. Once inside 

the fence, climb the main building’s western steps to 
reach the flag. The path to the flag will be booby-trapped, 
so assault troops equipped with defibrillators should hold 
back and be prepared to revive their teammates. Squeeze 
as many friendly troops as possible inside the capture 
radius to convert the flag quickly. This is the only flag on 
this map that vehicles cannot convert. Still, vehicles can 
support the assault by advancing up the main road to 
the east and providing fire support during the capture 
process. Distracting defenders is a help to your vulnerable 
teammates packed around the flag. 


This northernmost 
control point serves 
as the EU base in 
both battles. Because 


Command Center Assets 
EU Control PAC Control 16 Player 32 Player 
MH-15 URZ-8 1 1 


Defense 

Lock down this control point with a layered defensive 
setup. First, cover the eastern road with mines and other 
explosive surprises to prevent enemy vehicles from rushing 
the Command Center grounds. Manning the railgun 
along the road is helpful, too. In the 32-player battle, a 
second railgun is positioned on the northeastern building, 
offering a great view of the facility. Next, position anti- 
personnel mines and a sentry gun near the southwestern 
fence breach. After you cover the two entry points, plant 
demo packs around the flag. The same recon troops who 
deployed demo packs can serve as defensive snipers 
positioned on the northern rooftops. Here they can watch 
and detonate their explosives as well as pick off enemies at 
long range. 


16 and 32 Player 
EU 


• Command Center 

• Toinn Center 

• Church 


COMMAND CENTER 


ROADBLOCK AREA 


EU Control 


Roadblock Area Assets 
PRC Control 16 Plauer 3B Plauer 


Heavy fighting has 
left this quaint part 
of the town heavily 
scarred. The narrow 
streets and alleys wind 
between damaged buildings, 
passing flaming wrecks and 
scorched craters. All these 
features work in the EU’s 
favor, helping slow the PAC’s 
northward thrust. The flag 
sits in a small courtyard off 
the eastern road, at the 
base of a steel platform. 

Attack 

Because of the numerous 
obstacles in the area, 
assault this control point on 
foot, sticking to the eastern 
side of the town. Bring along 
automatic weapons and 
shotguns to aid in close- 
quarter firefights. You can convert the flag from the ground 
or from atop the adjacent steel platform. For cover and 
concealment purposes, stay on the ground, hiding in the 
shadows beneath the platform. FAVs and battle walkers 
can convert the flag, too, but they’ll have a harder time 
reaching it unnoticed and unscathed. 


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copying or downloading expressly prohibited. 


i‘ il * h- i f 

16 and 32 Player 


EU 

• Roadblock Area 

*n l 





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copying or downloading expressly prohibited. 






Defense 

Instead of covering all possible avenues of attack, center 
defenses around the flag first. Drop a few demo packs 
around the flag and on the steel platform. A sentry gun 
placed beneath the platform is another good way to surprise 
attackers. After you secure the flag, turn your attention to 
the central and western roads. Both vehicles and infantry 
will move along these paths. Slow them with automatic and 
rocket fire. Although dragon’s teeth block the western road, 
battle walkers can step over them. Hide mines among these 
concrete obstacles to halt walker advances. 

CHURCH 


32 Player Only 


• Roadblock Area 

• Touin Center 

• Office Ruins 


Ell Control 


Church Assets 
PRC Control IE Planer 


32 Planer 


Sitting along the 
main road, the 
Church grounds are 
accessible in both 
battles, but serve 
as a control point only in 
32-player matches. At the 
start of such battles, this 
control point is a jumping- 
off point for EU defenders 
eager to capture the neutral 
southwestern Office Ruins. 

Attack 

The flag’s close proximity to 
e main road makes it easy 
vehicles to rush. Both 
FAVs and battle walkers can 
stop near the flag, convert 
it, and move along to the 
next one. When assaulting 
on foot, avoid the chaotic 
main road. Instead, use 
the dirt road to the southeast. PAC troops spawning at 
the Harbor can use this path to bypass the heavy fighting 
in the map’s center and flank the Church grounds from 
the east. Another dirt path is to the north, useful when 
assaulting from the Roadblock Area. The flag’s capture 
radius is wide, covering most of the western courtyard. 
Take cover among the rocks, walls, or benches while 
converting the flag. 


TOWN CENTER 





16 and 32 Player 


• Roadblock Area 

Ell 


• Church 

rv _ 


^•jtoufh Dffices/Office Ruins ^ 

In both battles, 
the Town Center 
is an EU front-line 

EU Control 

Town Center Assets 
1 PRC Control 16 Plauer 32Plauer 

position likely to 

RailQun 

Railnun — 2 


see heavy fighting. 


At the start of 32-player 
battles, EU troops should 
spawn here and assault 
the neutral southern Office 


Ruins. The control point’s 
flag is positioned on the 
rectangular courtyard’s 
western side, easily 
accessible by both infantry 
and vehicles. 


Attack 


Attacking the Town Center’s 
cramped courtyard in a 
vehicle is dangerous. The 
access point off the central 
road is a popular spot 
for ambushes. Instead, 
approach the control point along the western road and 
infiltrate the courtyard on foot. Flank the courtyard from 
either the north or south. Avoid moving through the central 
shadowy alley to the west, as it may be mined or covered 
by a sentry gun. After you secure the courtyard, however, 
the alley is a good (albeit obvious) hiding spot when 
converting the flag. 


Defense 

The perimeter wall and other obstacles around the 
Church’s flag lend themselves to point-blank defensive 
ambushes. Plant mines and other explosives in the main 
road’s access point to stop vehicles. The railgun outside the 
main wall has a good view of the main road to the south, 
too. Deploy sentry guns in the western courtyard around 
the flag to surprise infantry pouring in through the wall’s 
breach points. Cover the eastern approach with snipers 
positioned along the nearby tree-covered hills. 





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copying or downloading expressly prohibited. 




CERBERE 


LANDING 


Defense 

You can attack the Town Center from every direction, 
so focus most defensive efforts around the flag. Still, 
there are a couple of oft-traveled avenues of attack you 
should always cover. The most crucial is the path off the 
northeastern central road. This is the only way vehicles can 
access the courtyard, so it’s a good idea to place mines 
or other explosives at this chokepoint. Another hole is the 
courtyard’s southeastern corner. Cover this area with a 
sentry gun or automatic weapons to prevent infantry from 
climbing the southern slope. Attacks from the north and 
west are harder to predict, so scatter demo packs around 
the flag for insurance. 

SOUTH OFFICES 


Defense 

With the exception of the commander assets, there isn’t 
much here worth defending. Still, some sort of suppressive 
effort is required to help your team advance up the 
northern hill. Instead of sending both UAZ-8s to assault 
control points at point-blank range, use at least one of their 
turrets to lay down heavy fire on the EU troops positioned 
around the Town Center. The longer you can keep their 
heads down, the better chance your team has of capturing 
a control point and ending the ticket drain. 

OFFICE RUINS 


The South Offices appear only 
in the 16-player battle, and 
serve as the PAC’s base. PAC PUC COfltfOl 
troops spawning here have UflZ~8 


South Offices Assets 
16 Plauer 32 Plauer 
2 — 


an uphill battle ahead of them Qr|]jf(]| Strikes 
as they struggle to capture a 
control point to halt the drain 


Radar Station 


.VJ 


on their ticket count. It’s best 
that they capture the nearby 
Town Center when possible, 
as the low terrain around 
the South Offices does not 
ease their plight. 

Attack 

When it comes to attacking 
the South Offices, think long 
range. Take up positions 
near the Office Ruins to the 
west or the northern Church 
and hammer the PAC troops 
with sniper and rocket fire 
as they attempt to scramble 
up the hill. Even a half- 
hearted offensive effort can 
keep the PAC troops pinned. 

Sabotaging the commander 
assets is a dangerous task as long as all enemy troops 
are spawning at the South Offices. Either hold off on such 
missions till the PAC grabs another control point, or sneak 
in with active camouflage. 


Attack 

The quickest way to hit the 
Office Ruins is from the 
central road. Rush it with 
an FAV or battle walker and camp in the capture radius 
till the flag is converted. But if you’re on foot, take a more 
cautious route, using either the dirt road south of the flag 
or the lengthy northern staircase. The flag has a large 
capture radius, making it possible to convert from within 
the damaged building. This is the preferred method, as 
there’s little cover outside. 


Reaching the Office 
Ruins when possible 
is a key concern of EU COfllTOl 
both teams at the RflilQUIl 
start of 32-player 
battles. This is the only 
neutral control point on the 
map, and capturing it has no 
affect on tickets. However, 
the PAC team can convert 
the flag first and secure a 
spawn point near the Town 
Center in the process. Once 
captured, friendly troops 
have direct access to the 
western road, providing 
quick access to the Town 
Center and Roadblock Area. 


Office Ruins Ossets 
PHC Control 16 Plauer 32 Plauer 
Railoun — 1 


32 Player Only 
Neutral 




• Touin Center 

• Church 








32-PlapOnlii 




• Office Ruins 



Harbor Ossets 

POC Control IE Plauer 3B Plauer 
UflZ-8 — l 

m — l 


Orbital Strikes — 


Radar Station — 


The Harbor is the PAC Base 
during 32-player battles, 
providing the map’s only 
battle walker. This valuable 
vehicle spawn point and 
the commander assets will 
lure a steady stream of 
EU saboteurs and thieves, 
requiring the PAC team to 
devote some manpower 
to the base’s defense. The 
Harbor has two spawn 
points, one to the east 
nd one to the west. If you 
nt to camp at the vehicle 
, use the western 
one if you want the T-39 
Bogatyr, or the eastern point 
if you want to race around in 
the UAZ-8 Ocelot — parked in 
a garage. 

fllloch 

Unless you have an FAV, 
avoid assaulting the Harbor 
from the central road. 

This is a high-traffic area, 
frequented by most PAC 

units heading north. Instead, approach from the northeast, 
using the dirt road originating near the Church. The Harbor 
facility is huge, so use the map to locate your target, 
whether it’s the T-39 or commander assets. If you feel 
no shame about base-camping, you can also find plenty of 
places to snipe from — you can access all building rooftops. 


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copying or downloading expressly prohibited. 


Defend 

Because of the Harbor’s size and its spread-out assets, 
focus on locking down the two main access points. Toss 
mines along the central and northeastern roads to keep 
enemy vehicles out. Infantry attacks are harder to defend 
against as most of the facility’s northern edge is open. 
Prioritize assets and focus defenses on them. For example, 
grab a recon kit with a sniper rifle and demo packs to keep 
an eye on the T-39 spawn point to the west — the crane or 
nearby ship both provide excellent views. 


HARBOR 


Defense 

Keep your distance from the Office Ruins and engage 
attackers as they approach the flag. The tall concrete 
bunker to the south is an awesome defensive position 
offering a great view of the nearby flag as well as the 
Harbor. Recon troops and engineers posted here can 
watch the flag and use sniper rifles, demo packs, or rocket 
launchers to fend off attacks. The platform structure on 
the northern hill is also a good overlook position — this is 
where the railgun is located. Defend the Office Ruins from 
the north only when your team also holds the Town Center, 
though. Otherwise you might catch a knife between your 
shoulder blades while gazing south. 


Commander: Leave it up to your squad leaders to tell 
you when and where they need UAV reconnaissance 
and supplies. Focus orbital strikes on bottlenecks 
like the central road and Roadblock Area. As the 
EU commander, keep tabs on the PAC battle walker 
and disable it with orbital strikes. 

Squad Leader: Squad discipline is a must, so 
make sure all squad mates are on task, whether 
attacking or defending. Maintain contact with the 
commander and request support as needed. As the 
attackers, PAC squad leaders should carry spawn 
beacons and drop them east of the Church or west 
of the Town Center till the southern control points 
are taken. 

Recon: EU defenders make the most of the kit’s sniper 
capability. Set up near the Church or Town Center 
and pick off PAC troops charging up the central road. 
Reinforce flags with demo packs, too. PAC attackers 
should use active camouflage to sneak past the front-line 
positions and capture northern control points like the 
Command Center. 

Assault: This kit’s assault rifles are useful in both offensive 
and defensive roles, particularly around the Roadblock 
Area, where automatic fire (or the shotgun upgrade) is 
a must. In the south, use the rocket upgrade’s air burst 
mode to blast enemies hiding behind walls. 

Engineer: EU engineers must lock down the main roads 
with mines and rocket fire to prevent PAC vehicle rush 
attacks. PAC engineers must keep the battle walker 
repaired and defuse EU explosives during the march 
north. 

Support: Double your firepower by placing a sentry gun 
nearby and focusing your field of fire in a narrow space. 
The streets and alleys around the Roadblock Area are 
ideal for such setups. 








CERBERE LANDING 


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copying or downloading expressly prohibited. 

KEY CH0KEP01NTS 


LOGISTICAL CONSIDERATIONS 

i At the start of the battle, 

SR the EU defenders should 

Church and Town Center, 
using ammo and first-aid 

-* J support troops. A steady 

v; * Jj supply of ammo is necessary 

to keep EU engineers 

EU support troops Should drop ammo packs Of [Fie stocked on rockets and 
front-line positions, mostlij to keep engineers mines. The pac team must 
Stocked up on mines and rochets. resupply and heal while on 
the move. As such, each 

squad should consist primarily of assault and support 
troops. PAC commander supply drops should be reserved 
for repairing and rearming the T-39 Bogatyr. Keeping this 
battle walker in the fight is crucial to the PAC assault. To 
streamline communications, the T-39 crew may want to 
form their own squad, allowing the squad leader to speak 
directly to the commander and crew member. 


ip • m JgKTfM * n south, the main 

1 I route traveled by the PAC 

Attacking PAC units should ovoid [he central rood, team can dish out serious 
using the roads to the east or west instead, damage by covering this 

road with mines, snipers, 

automatic fire, and orbital strikes. PAC troops hoping to 
avoid this meat grinder should use the dirt road leading 
out of the Harbor’s northeastern corner. This leads to 
the Church’s eastern side of the Church. A similar road 
runs along the map’s western edge, too, accessible near 
the Office Ruins. Both infantry and vehicles should use 
these paths in an attempt to divide the attention of the EU 
defenders. 


The central and western 
roads running through the M 
town near the Roadblock 
Area provide the EU with 
another useful chokepoint. 

Defenders should clog these 
narrow paths with mines and I 
sentry guns. Support troops ^BR*^3 
and snipers are effective at 

suppressing enemy infantry Support troops equipped With Sentrq QUnS 
moving along these roads. can la 1 down on incredible amount of fire 

PAC attackers should avoid on fllese naff011) foads - 

this fight by capturing the 

Command Center before assaulting the Roadblock Area. If 
they must advance through the town from the south, it’s 
best to move along the eastern alleys. 





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copying or downloading expressly prohibited. 


CERBERE LANDING TESTED TIPS 


Town Center 


EU The EU has to use the high ground to prevent the 
PAC from getting a good foothold in the town. You need 
some soldiers who can take out heavy armor, or the 
battle walker will slaughter the defense forces. Hold the 
Command Center at all times, because it is difficult to 
fend off an attack coming down from the hill while you are 
getting pounded from the south. With no heavy armor at 
your disposal, recapturing the Command Center can be 
difficult. 

PAC: To win this battle, the PAC must get a good foothold 
on the mainland coming from the docks. Taking the Church 
will make the fight for the Town Center easier. If you can 
take the Command Center, you will find it much easier 
to win the entire battle, as that control point gives you 
access to the enemy commander’s assets and an easier 
route to assault the rest of the map. 



Office Ruins 


FEATURES: This area has been damaged by the pre-invasion 
pounding of the area from the sea. 

ATTACK: Use the battle walker to help you break through the 
defenses and stir up some chaos in the enemy defense 
lines. Follow up with a coordinated infantry charge as the 
enemy hides from the battle walker. 

DEFEND: Use the high ground to get an advantage. Dig in at 
the bunkers and the barracks above the control point. 


LChurch 


(FEATURES: At this control point, you will find a large church 
with surrounding brick walls that has taken some damage 
during the strikes before the PAC landing. 

ATTACK: Capturing this control point will be easier if you place 
a spawn beacon behind the church. This will give you a 
steady flow of reinforcements who can attack around the 
church at both sides. To access the control point, use the 
dirt road and paths on the far side of the large hill where 
the church is located. The main road going into the town 
will most likely be heavily guarded, as the spawns are close 
to the road. Use the FAV parked in one of the storage 
buildings close to the Harbor to support your team. 

DEFEND: Alert your team if the attackers are using the far 
right route, to get help defending in the forest area. It’s 
the easiest way for the attackers to fight their way up, 
because they have plenty of cover and pathways. Look for 
enemy squad beacons in the forest and destroy them to 
delay the attackers’ reinforcements. 


FEATURES: This is a dense part of the town, which expands to 
the town center. 

ATTACK: This control point can best be accessed by making 
your way up from the Office Ruins road on the far left side 
in combination with an assault from the Church. Place a 
spawn beacon in the parking lot just off the road coming 
into the town from the left. 

DEFEND: Mine the entry points to keep out the battle walker, 
and use all available cover for defense. 

Roadblock Area 

FEATURES: The EU has attempted to put up a roadblock, but 
PAC assaults have kept it from completing the barriers. 

The EU forces have cleared some abandoned town houses 
to make way for military housing. 

ATTACK: If you control the Command Center at this point, this 
control point will be easier to take than if you just attack it 
head-on. There is plenty of cover near this flag. 

DEFEND: You have very good areas here for defending this flag, 
both on the nearby hill and on the high walls around this 
control point. If you lose the Command Center before you 
have to defend this flag, those advantages are gone, so 
don’t give the enemy a chance to attack from that control 
point. 

Command Center 

FEATURES: This is the main strategic objective for this stage 
of the PAC invasion. A huge Command Center is erected 
on the top of the hill, overlooking the entire town and the 
nearby sea. 

ATTACK: Use the western paths to get infantry into 
the grounds, and place spawn beacons behind the 
storage facilities so that you can get a steady flow of 
reinforcements in. To make the attack easier, place the 
beacon on the roof of the building and defend the stairs 
going up to it. 

DEFEND: Make sure no one gets into the base from the forest 
through the broken fence. Place mines in the gate entry, 
so that FAVs can’t easily race through. Protect the 
stairways up to the flag and the roof, where you will find 
good sniping spots. 





FALL OF BERLIN 


OF BilCUN 


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copying or downloading expressly prohibited. 


FALL 


□n July 10th 2140, as part of Operation Thunder, fifteen squadrons of PAC gunships wrestled control of the skies above 
eastern Germany. The victory allowed PAC Titans to airdrop entire regiments of the Northern Command Group behind the 
EU’s Brandenburger Line. Surrounded, the EU Expeditionary Force quickly capitulated. The path to Berlin was cleared. On 
August 15th the PAC waged an all-out offensive on the city. After two months of intense fighting, Berlin fell. The remaining 
EU forces retreated to France where they would make a last stand before evacuating to Africa. 



Streets 


i 


Maintaining the drain on the PAC 
ticket count is the focus at the start 
of the battle. All team members 
should spawn at the Crossroads and prepare for the 
PAC assault. Engineers are needed to place mines and 
fire rockets at the approaching battle walker. Recon 
troops should pack each flag’s capture radius with demo 
packs, then fall back and provide cover with a sniper 
rifle. Sentry guns placed near the flag can surprise 
attackers too. If the PAC team captures the Crossroads, 
center the bulk of your defenses at the Roadblock. But 
station a couple of defenders at the Square too, as 
breakthrough attacks are a strong possibility. More 
mines, demo packs, and sentry guns can help hold these 
two positions. 


Stop the ticket drain by attacking and 
capturing a control point. Although 
heavily defended, the Crossroads is the 
easiest to reach. Distract defenders with the T-39 Bogatyr 
while squads attempt to flank the flag from the northern and 
southern alleys — infantry should not advance along the street! 
After taking the Crossroads, defend it while staging attacks on 
the Square with the battle walker. Infantry can help out with 
this fight by using active camouflage to bypass the Roadblock. 
Capture the Square and knock out all the EU commander’s 
assets. Finally, squeeze the Roadblock in the center, attacking 
simultaneously from the Square and Crossroads. Use the T-39 
and orbital strikes to soften up the defenders, then rush in 
with infantry to convert the flag, denying the EU team a spawn 
point. Afterward, defend the three control points to prevent 
any stragglers from opening a new front. 










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copying or downloading expressly prohibited. 


Outpost 


Streets 


This time the EU team has some 
extra firepower to help stop the PAC 
assault. While most of the team 
digs in at the Crossroads, no more than two or three 
teammates should spawn at the Outpost and bring the 
L-5 Riesig and AVM-2 Groundhog to the front lines. 

Keep both vehicles in the street west of the Crossroads. 
From here they can watch the flag as well as prevent 
breakthrough attempts. Hold the Crossroads as long as 
possible to maintain the drain of the PAC ticket count. 

If it falls, retreat to the Roadblock and Square. It’s also 
a good idea to reinforce the Outpost to defend against 
sneak attacks. The Roadblock is hard to hold, but the 
Square provides more defensive opportunities, especially 
if supported by the battle walker and APC. Make sure 
both streets leading to the Outpost are adequately 
defended at all times. The vehicle spawns at the Outpost 
are crucial to an EU victory. Without them, the PAC 
team has a tremendous advantage in firepower and 
mobility. Don’t let the Outpost fall! 


'M 


Once again, the PAC team must grind 
against the Crossroads in an attempt 
to stop its ticket drain. Even with the 
additional APC, breakthrough attempts are very difficult, 
given the likelihood of mines and other nasty surprises 
on the western streets. Instead, rush the Crossroads 
with the T-39 and infantry before the EU’s vehicles can 
respond. Once you’ve captured the Crossroads, set up 
stiff defenses to defeat the inevitable counterattacks. 
Next, focus on taking the Square and Outpost, bypassing 
the Roadblock altogether. The APC or recon troops 
equipped with active camouflage can often break through 
the chaos and hit these western control points with 
minimal opposition. Capturing the Outpost should be 
the primary goal. Without its battle walker or APC, the 
EU team is greatly weakened. Holding spawn points 
on the eastern and western map edges also divides 
the defenders, making the central control points much 
easier to capture. Finish off the EU team by squeezing 
it in the middle, forcing it to make its last stand at the 
Roadblock. 








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copying or downloading expressly prohibited. 


BASES Sr CONTROL POINTS 



OUTPOST 


32 Player Only 
EU 


• Square 



Outpost Assets 
PRC Control 16 Plauer 


32 Player 


— — 2 


Bailoun — 


This western control 
point serves as the EU 
base in 32-player battles, ^ COIltfOl 
spawning an AVM-2 flVM~3 

Groundhog as well as [-5 

an L-5 Riesig. These 
two vehicles give the EU 
team some much-needed 
firepower when holding 
or counterattacking HailQUfl 
control points to the 
east, so the PAC team should 
try to capture this control 
point as soon as possible. 

Eliminating the EU’s battle 
walker, APC, and commander 
assets can drastically tilt the 
odds in the PAC’s favor. 

Attack 

Two main paths lead into 
the Outpost. The street to 
the southeast is barricaded 
by crates and other objects, 
preventing vehicle passage 
from the Square. Take this 
path when attacking on foot. 

It provides plenty of cover and 
you won’t have to worry about 
running into any vehicles. All vehicular assaults must approach 
along the street to the south. Avoid getting bogged down in the 
street while dueling with defenders at the Outpost — you won’t 
win. Instead, rush the control point while laying down heavy fire 
on the railgun positions — but watch out for mines. Both infantry 
and vehicles can gather within the flag’s capture radius. But it 
takes a while to convert, so don’t try to capture it on your own. 

Defense 

Tucked along the western edge of the map, defenders can 
focus all their efforts to the east. First, lock down the two 
streets. In the southeastern street, prepare for infantry 
attacks by placing sentry guns and anti-personnel mines. 
The southern street can be covered by the two railguns 
and a few anti-vehicle mines. Back near the control point, 
use a recon kit to sprinkle some demo packs around the 
flag, then take up a position on one of the platforms to the 
north to snipe incoming attackers. In a pinch, the EU battle 
walker and APC can also lend their impressive firepower to 
t’s defense. 



-V Mi 

EjT 



1G and 32 Player 



Ell 


• uurposr 

• Roadblock 






EU Control 


Square Assets 
PAC Control 16 Plauer 


32 Plauer 


2 — 


Radar Station — 


Bailoun Bailoun 


In 1 6-player battles, 
this traffic circle serves 
as the EU base. It’s 

still held by the EU at MM SlTilfGS — 
the outset of 32-player 
battles, but it’s more 
of a buffer control 
point on the Outpost’s 
eastern flank. The flag is 
planted in the small elevated 
plaza at the center of the 
traffic circle. But the capture 
radius is rather large, 
allowing vehicles to convert 
the flag from the street. 

Attack 

The open space surrounding 
the flag makes it difficult to 
capture, as defenders can 
cover it from all angles. When 
possible, rush the Square with 
an APC and quickly unload 
teammates right next to the 
central plaza, where the flag 
is positioned. Get out of the 
APC as soon as possible and 
find cover near the flag. You stand a much better chance of 
surviving on foot than you do sitting in a stationary vehicle. If 
an APC isn’t available, wait till some sort of vehicle support 
is. Combined infantry and vehicle attacks are the best way to 
assault this control point, especially if it’s heavily defended. 

Defend 

In 1 6-player battles, defenders have to worry only about the 
two eastern streets. Both are relatively easy to cover with 
the two railguns and a few mines. But the Square plays a 
more central role in 32-player battles, requiring defenders 
to watch the two streets to the west if the Outpost is held 
by the opposing team. In a worst-case scenario, the Square 
could be hit from all four of the surrounding streets. In such 
cases, it’s best to focus defenses around the flag by loading 
the capture radius with mines and demo packs. Retreat to 
a covered position along the Square’s perimeter and engage 
attackers rushing the flag. 







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copying or downloading expressly prohibited. 


ROADBLOCK 


16 ond 32 Ployer 

t i > • .. - - 

EU 

• Square 

EU SU“ Sf0afls 


EU Control 


Roadblock Assets 

PIIC Control IS Plauer 


32 Plauer 



CROSSROADS 


With the exception of 
its spawn point, the 
Roadblock doesn’t 
provide much for 
either team. The flag 
is positioned in an alley 
on the eastern side of a 
large building, accessible 
by infantry and vehicles. 

Because of the cramped 
surroundings, the battle 
for this flag is often fought 
at short range. Gear up 
accordingly. 

Attack 

When assaulting from 
the east, advance on foot 
through the tunnel in the 
building just east of the 
flag. This is the most direct 
path from the Crossroads, 
and it allows you to avoid 
the chaotic firefights in adjacent streets to the north. This 
narrow tunnel may be booby-trapped, however, so advance 
with caution. When attacking the Roadblock from the west, 
use the less-traveled southwestern street. This path is 
|[open to vehicles and infantry, allowing you to flank the flag 
from the south. 


Attacks originating from the west are the easiest to stop 
from this control point. Use the railgun near the flag to 
cover the western street, targeting vehicles and infantry 
near the Crossroads. Drop sentry guns and mines along 
the street and nearby tunnel to help reinforce the control 
point from western attacks. But if attackers approach from 
the Square to the west, both approaching streets must be 
covered. The railgun isn’t much help in this situation, so 
use mines, rockets, and focused automatic and sniper fire 
to hold back attackers. For insurance, drop some demo 
packs around the flag. 


fe 16 and 32 Player 
EU 


In battles of both 
sizes, the Crossroads 
is the EU front-line 
position, destined to 
face the brunt of the 



EU Control 


Crossroads Assets 

PRC Control 16 Planer 


32 Planer 


Bailoun Railoun 



PAC assault. Holding this 
position and all other control 
points to the west allows 
the EU to bleed the PAC 
ticket count, so a strong 
stand is important here to 
prevent its capture and any 
breakthrough attempts. The 
flag stands in a small walled- 
in area on the eastern side 
of a building. 

Attack 

Hit the Crossroads from 
multiple directions with a 
combined infantry and vehicle 
assault. From the Streets, 
head northwest, through 
the alley and up the snowy slope. Drop over the edge of the 
steep slope, and head south to surprise defenders from the 
north. More infantry can assault through the alleys to the 
southwest, emerging near the railgun. Meanwhile, use the 
T-39 to draw attention away from the infantry assaults by 
advancing along the western street. 

If attacking from the west on foot, use the tunnel near the 
Roadblock. With a vehicle, rush in along the main street. 

Defend 

While most attacks are likely to come from the main street 
to the east, infantry flank attacks are a major concern too. 
Use engineer kits to mine and cover the eastern street with 
rocket fire. Deploy sentry guns and snipers to watch the 
slope to the northwest and the alley to the south. If blocking 
these avenues of attack doesn’t work, reinforce the flag with 
demo packs and other explosives. Attacks from the west are 
more predictable and can be stopped mostly with mines and 
focused fire along the street and tunnel. 



EU engineers end recon snipers enn cover lire mesiern sireei by lying prone in Ihe Funnel 
beiioeen Ihe Roadbloch ond Crossronds. Use Ihe small piles of snom for pnrlinl cover nnd 
conceolmenl. This is on excellenl spol for engineers lo ambush incoming vehicles lihe 



fr f 

5 






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copying or downloading expressly prohibited. 


STREETS 


1G and 32 Planer 
PHC 


• Crossroads 



PHC Control 


M 


T-39 


Orbital Strides 


Radar Station 


Railoun 


This is the PAC team’s 
base in both battles, 
providing nearly 
identical assets, 
though they do gain 
a BTR-4 in the 32- 
player variation. Like 
any attacker’s base 
in an assault battle, 
this one can’t be 
captured. But the 
PAC team should still devote 
some manpower to keeping 
an eye on the commander 
assets and valuable vehicle 
spawn points. Without these 
assets, the PAC’s chances of 
victory are slim. 

RrracH 

Capturing or sabotaging 
the PAC’s T-39 Bogatyr 
should be a priority for EU 
attackers. Denying PAC 
its only battle walker can 
greatly tilt the odds in your 
team’s favor, especially 
during 16-player matches. 
There’s no easy way to 
sneak into the Streets, 


Streets Assets 

16 Plauer 32 Plauer 



so such operations are best conducted by recon troops 
equipped with active camouflage. Stay along the southern 
side of the western street to avoid being detected. While 
scouting the base, drop some demo packs on their 
commander’s assets too. If the T-39 isn’t there, wait for it 
to spawn and hijack it. 


Defend 


Most of the PAC team is needed on offense, so don’t worry 
about devoting too much manpower to defending this base. 
Keep an eye on the status of the commander assets and 
repair as needed with an engineer kit or supply drops. One 
two-man squad should be assigned to the T-39. When not 
piloting the battle walker, that squad should camp at its 
spawn point, preventing EU attackers from getting too close. 


Commander: Pound the map’s bottlenecks and 
enemy battle walker with orbital strikes. Also, keep 
supplies dropping at front-line positions like the 
Crossroads. Offer UAV support to your attacking 
squads, allowing them to spot defenders camped 
around flags — this is most helpful at the Square. 
Run constant radar scans to spot enemy flanking 
maneuvers and route squads to these areas to 
investigate. 

Squad Leader: Deploy spawn beacons in the northern 
or southern alleys, where your incoming pods 
are less likely to be spotted by nearby enemies. 
Spawning in these alleys allows you to attack from 
unexpected angles, giving your squad the jump 
on defenders. As usual, keep in constant contact 
with your squad members and inform them of any 
changes in orders. 

Recon: On defense, demo packs are a huge help when 
holding down control points. Sniper tactics are also 
effective near the Crossroads and Square. When 
attacking, go spec ops with some demo packs and active 
camo to hit the opposing team’s base. 

Assault: Choose this kit when attacking control points. 

If available, bring along the shotgun and defibrillator 
upgrades. Both are helpful when fighting in the cramped 
spaces of the Crossroads and Roadblock. 

Engineer: Make it your sole mission to ambush the 
enemy’s APC and battle walker. Load up on both types 
of mines and scatter them across the streets near the 
Crossroads. Watch the mined streets from a distance 
and complete the ambush with rocket fire, preferably 
once the enemy vehicle is disabled by EMR 

Support: Instead of positioning sentry guns in the open 
streets, place them in areas around the flags where they 
can surprise attackers at close range. When attacking, 
consider taking along the shotgun for close-quarter fights 
at the Crossroads and Roadblock. Or stay back and 
provide suppressing fire while your squad moves in for 
the capture. 


KEY CHOKE POINTS 


Eastern Street 


The street running past the 
Crossroads and Roadblock 
is packed with activity, 
particularly at the outset 
of each battle. Why? This 
is the only passable terrain 
between these points 
accessible to both vehicles 
and infantry. By filling this 
street with mines, orbital 
strikes, and automatic fire, 
EU defenders can stop all 



ENP mines ore o great may to temporarily disable 
battle walkers. While they are disabled, fire at 
their weak knee joints. 



. 





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copying or downloading expressly prohibited. 


PAC traffic along this path. Therefore, the PAC team is 
better off leading the assault on foot. Infantry can flank the 
Crossroads by attacking through the alleys to the north 
and south. The Roadblock can be assaulted through the 
tunnel just east of the flag. Once these areas are captured, 
the PAC vehicles have a better chance of spreading out, 
making them less vulnerable to ambushes. 


defenders can stop 

Stretch a line of mines across this road ruest of rushes on the Outpost simply 
the Square to prevent PRC vehicles from reaching by mining and defending this 
the Outpost. But mahe sure qou leave some room narrow street. The nearby 
for qour Oiun vehicles to get through. railgun at the Square is well 

positioned to handle attacks 
along this street too. To avoid getting blasted by mines and 
other booby traps along the western street, PAC attackers 
should use the barricaded street northwest of the Square. 
Because of various obstacles, vehicles can’t enter this 
street. But infantry can sneak past the barricades and stage 
a more covert attack on the Outpost. 

LOGISTICAL CONSIDERATIONS 

Obviously, the area around . r 

the Crossroads is the site 

Assault and support troops ! ^ 
should scatter first-aid and 

ammo packs around this A * . ~ - 

area, preferably behind 

cover. Players equipped with ^ 

a defibrillator can find full- if driven bq engineers, the BPCs and battle malhers 

time work reviving downed can repair each other. Ibis is the best rnaq to keep 
teammates. As the battle both vehicles in top Shape, 

moves west, the EU should 

keep supplies positioned at control points they hold, while 
the PAC deploys supplies along alleys and other less- 
frequented avenues of attack. 

Team commanders should stay in close contact with their 
battle walker pilots and provide them with supply drops. 
Battle walkers should fall back from the action while taking 
on repairs and supplies. Otherwise the supply crate could 
be targeted and destroyed by enemy forces. In 32-player 
battles, the APCs can also be used to repair and rearm 
battle walkers, as long as they’re occupied by an engineer 
and support kit. 


PRIMA Official Game Guide 


1 BATTLEFIELD 





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copying or downloading expressly prohibited. 


BERLIN 




EU The EU initially owns all control points, and should 
try to hold off the PAC forces for as long as possible. 

While most forces should start at the Roadblock, some 
troops must bring the battle walker and APC to the front. 
Meanwhile, engineers at the front line should try to delay 
the attackers by placing mines in their way. If a control 
point is lost, EU troops must regroup quickly and find 
good positions at the next control point. They can then use 
vehicles to mount a counterattack. 

PAC: It is absolutely crucial for the PAC to break through 
and capture the Roadblock as quickly as possible. The PAC 
has the initial advantage of having a battle walker and APC 
right by the front line, and must use them as best they 
can. Once past the Roadblock, use momentum and deny EU 
the opportunity to dig in at a control point farther back. 



Roadblock 

FEATURES: Narrow streets surrounded by snowed-in buildings. 

ATTACK: Infantry has several access routes to the control 
point, while the vehicle routes are more restricted. Use 
vehicles to attack this control point if possible, but if you 
have no vehicles available, flank the position while keeping 
the defenders busy at the front. Vehicles alone are easy 
targets for engineers hiding on the balconies. 

DEFEND: Use mines and sentry guns to harass and slow down 
the attackers, while ambushing them using the cover 
surrounding the area. Cover the alternate routes, or 
place a sentry gun if no one is available. 

Crossroods 

FEATURES: A monorail track passing by a former 
storage area. 

ATTACK: Attacking this control point leaves you fairly 
exposed while crossing the street. Have someone 
cover your advance or pin defenders with grenades. 

If you are coming from the other direction, 
defenders may be hiding on the balcony of 
the building across the street. Watch for 
them as you approach the flag. 

DEFEND: Good cover may be difficult to find 
close to the flag. If you decide to be up 
close, keep moving between cover 
while staying on the lookout for 
attackers trying to flank you. 

The building across the 
road gives the enemy a 
wide range of places to 
attack from. 


FEATURES: A monument in the middle of a shopping center. 

ATTACK: This is a difficult control point to attack without 
vehicle support. Plenty of good sniping positions along 
the balconies may house snipers who will be waiting for 
careless attackers to cross the open square. Once inside 
the central monument, look for some cover and expose 
yourself as little as possible. Clearing the square of 
defenders may prove difficult, because they spawn around 
it. One tactic would be to suppress them from opposite 
balconies. 

DEFEND: This is a control point best defended from a distance. 
Sentry guns could be used to surprise attackers who reach 
the central monument while the defenders stay behind 
cover. The control point is central, and attackers may be 
moving around it to the EU Base, so try to keep that route 
covered. 


FEATURES: A small military outpost in an urban area. 

ATTACK: The routes into the base are limited, both for vehicles 
and infantry, and you may have to resort to brute force 
to capture it. While it doesn’t spawn any vehicles for the 
PAC, it’s still important to take it, because doing so denies 
the EU its vehicles. 

DEFEND: The barracks give an advantage in height that is 
helpful against attacking vehicles, but they also offer a 
better view of the parking lot, from which infantry will 
most likely advance. 





Monumenr Compound 


PRC Comp 


I 


In this assault battle, the EU must 
hold out at the Front Line as long as 
possible to maintain the initial drain on 
the PAC ticket count. Fill the Front Line’s bunkers and 
trenches with engineers and support troops. Reinforce 
the front with the L-5 Riesig and A8 Tiger spawned at 
the Monument Compound. Hold at the Front Line as long 
as possible to continually bleed the PAC team’s tickets. 

If they take the Front Line, immediately counterattack, 
leading the way with the A8 Tiger and the two L-5 
Riesigs. But if the PAC forces are too strong, fall 
back and try to hold them at the South Outpost, once 
again using the defensive features to your advantage. 

If necessary, make a last stand at the Monument 
Compound, defending the flag on the hilltop with infantry 
while the vehicles form a defensive line to the east. 


Ill 


Don’t waste time at the start of the 
battle — the PAC ticket count drains 
with each passing moment. Instead, 
rush the Front Line before the EU can set up its defenses. 
Use the Type 32 Nekomata to knock out the EU’s L-5 
Riesig from a distance, then rush in with APCs loaded with 
infantry to infiltrate the trenches. Capture the flag at the 
Front Line and reinforce the control point for the inevitable 
counterattack. Meanwhile, bypass the South Outpost with 
a UAZ-8 and capture the Monument Compound while the 
EU team is distracted with retaking the Front Line. Having 
encircled the EU, lay siege to the South Outpost from 
the east and west. Hold the Monument Compound and 
Front Line with infantry and APCs while sending the Type 
32 IMekomata and T-39 Bogatyr in to capture the South 
Outpost, denying the EU team a spawn point. 


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copying or downloading expressly prohibited. 


The Cold War began in October 2139 with coordinated PAC invasions from the Persian Gulf to the Baltic Sea. In 
November, as part of Operation Canute, three battalions led by General Arkadi Petrov entered Minsk, a key EU command 
center in Northern Europe. The EU’s Kriegspanzer 2nd Regiment fiercely defended the city for over four months until the 
PAC’s elite Central Command Group broke through their southern flank, forcing them to withdraw. The Battle of Minsk 
featured the first frontline use of the militarized Titan, forever altering the character of modern warfare. 








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copying or downloading expressly prohibited. 


As in the 16-player battle, start by 
bulking up defenses at the Front Line — 
most of the team should spawn here. 
Meanwhile, move all of the A8 Tigers and L-5 Riesigs 
from the South Outpost, Hill, and Monument Compound 
east to reinforce the Front Line. Man the AA Turrets 
at each control point to prevent the PAC’s Type 4 from 
breaking through and opening a new front to the west. 

If the Front Line falls, split defenses between the South 
Outpost and Hill in an attempt to prevent breakthrough 
ground attacks on the Monument Compound. While 
digging in on the ground, use the UD-6 Talon (crewed by 
the team’s best pilot and gunner) to knock out the PAC’s 
tanks and battle walkers with rockets and TV-guided 
missiles. Continually try to retake the Front Line (and 
any other control points) to resume the drain on the PAC 
ticket count. This is the best way to maintain an edge. 


Monument Compound 


PRC Comp 




Once again, the EU defenses are 
relatively weak at the Front Line, so 
rush this position before they have 
a chance to adequately reinforce it with tanks and air 
power. Overrun the Front Line with infantry and the Type 
32s while the Type 4 Doragon provides close air support 
by taking out the EU battle walker and any incoming A8 
Tigers. Hold at the Front Line while assaulting the Hill 
with the newly spawned T-39 and some infantry. As soon 
as the Hill is secured, flank the South Outpost from the 
north while raiding the Monument Compound to the 
west. Try to capture the Monument Compound first, 
forcing the EU to spawn at the South Outpost. Finish 
off the EU forces at the South Outpost, squeezing the 
control point from all directions. Use all available T-39 
Bogatyrs and Type 32 IMekomatas to assault the South 
Outpost at close range to convert the flag, securing a 
victory for the PAC. 






Ell Headquarters 


PRC Camp 


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copying or downloading expressly prohibited. 


As usual, focus the bulk of the 
starting defense at the Front Line, 
backing it up with engineers as well 
as A8 Tigers and T-39 Riesigs pulled from the rear 
control points. But maintain a defensive presence at 
the western control points too, watching for sneaky 
airborne assaults. If the Front Line is captured by 
the PAC, form a solid line between the Hill and South 
Outpost, stopping any attempts to break through. But 
if either of these control points is compromised, retreat 
to the northwestern plateau and make a stand at the 
Ghost Town, Roadblock, and EU Headquarters. The 
three narrow roads ascending this hill are great choke 
points, bringing armored vehicle traffic to a slow crawl. 
Hammer the PAC forces at these critical bottlenecks to 
further deplete their ticket count. Divert their attention 
by dropping squad leaders on the Front Line and other 
PAC-held control points, using the UD-6 Talon. Keep up 
the pressure till the PAC team is out of tickets. 


Just as you did in the smaller battles, 
commence the ground attack on the 
Front Line, using infantry and vehicles 
spawned at the PAC Camp. But while grinding against 
the Front Line, run some deep airborne raids on rear 
control points by dropping squad leaders out of the Type 
4 Doragon. The Ghost Town is a good spot to open a new 
front — it has no AA Turret and can be reached directly 
from the PAC Camp by flying out of bounds for a few 
seconds. Even if the Ghost Town can’t be held, targeting 
it draws EU manpower from the Front Line, allowing 
PAC ground forces to gain a foothold. Continue pushing 
west on the ground while staging more airborne assaults 
on the northwestern control points. Hold at the Front 
Line and Hill, then hook north into the Ghost Town, EU 
Headquarters, and Roadblock. Finish off the EU defenders 
at the Monument Compound and South Outpost, 
attacking simultaneously from the north and east. 






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copying or downloading expressly prohibited. 


- 


MINSK 





Ell HEADQUARTERS 

64 Player Only 
EU 

*SlEJ 

h 


» MTouin 

fej 


This rear control 


EU Headquarters Assets 


MU-1S 

URZ-8 

2 

HVM-2 

BTR-4 

2/1 

H8 



1 

UD-6 



1 

Orbital Stride 



2 

UHV Unit 



1 

Radar Station 



1 

Railnun 

Railuun 

2 

RR Turret 

HR Turret 

1 


EU commander’s 
assets in the 64- 
player battle, but 
it isn’t a base. Like 
all other EU-held 
control points on 
the map, this one 
can be captured 
by PAC forces. 

Therefore players 
on the EU team 
should take steps 
to defend this site, helping 
maintain the commander’s 
assets as well as the only 
UD-6 Talon spawn point. This 
control point also has the 
only landing pad on the map, 
a valuable asset for pilots on 
both teams. 

HtlflCk 

Stage attacks on the EU 
Headquarters while most 
players are distracted by the 
heavy fighting at the front 
lines to the east. Slip in 
from the air or rush in with 
an FAV, advancing along the 
paved road near the Ghost 

Town. If playing as the PAC, knock out the EU’s orbital 
strike with a couple of demo packs before attempting to 
convert the flag. Otherwise, steal a vacant tank or APC 
while camping the flag’s capture radius. If no armored 
vehicles are available, approach on foot and hide along the 
stairway to the north while converting the flag, dropping 
prone for greater concealment. The flag takes a while to 
convert on your own, so bring along some squad members 
to accelerate the process. 


Attacks on the EU Headquarters are rather persistent, so 
make sure a small squad is posted here at all times. There is 
an AA turret on the ground close to the road that comes up 
from the Roadblock Area which can be used to knock down 
enemy aircrafts. Both railguns are well positioned to cover 
the southern roads, particularly the one next to the landing 
pad, which can fire down into the Ghost Town, vaporizing 
any enemies gathered near its flag. Booby-trap the flag’s 
capture radius, too, in the event enemy units break through 
the outer defenses. Mines or demo packs near the flag’s 
base are effective, but be sure to cover the nearby northern 
structure as well, preferably with anti-personnel mines. 

GHOST TOWN 


IlilMllfiro 


EU Headquarters 


GtioslTouin Assets 

EU Control PAC Control 16 Plauer 3B Plauer 64 Plauer 


64 Player Only 
EU 


The small 
suburban homes 
at the Ghost 
Town have been 
pummeled by 
orbital strikes, 
leaving nothing but stripped- 
down ruins. Although the site 
spawns only a few FAVs, the 
spawn point provides easy 
access to the paved road 
ascending the northwestern 
plateau. The EU team should 
control traffic along this 
road to prevent PAC ground 
forces from reaching the EU 
Headquarters. 

Attack 

When attacking from the 
lower terrain to the south, 
use the paved road south of 
the Ghost Town to climb the 
steep slope, preferably in 
an FAV. If you’re expecting heavy resistance at the control 
point, ditch the vehicle before reaching the crest of the 
hill — otherwise you rush right into the view of a pair of 
railguns. Instead, move in on foot along the western edge 
of the road, using the damaged buildings for cover and 
concealment on your way to the flag. At the flag, use the 
low wall for cover while loitering inside the capture radius. 













Monument Compound Assets 


MH-15 

URZ-B 2 

2 

3 

HVM-2 

BTR-4 1 

1 

1 

H8 

1 

1 

1 

L-S 

1 

— 

— 

UD-e 



1 

— 

Orbital Strike 

2 

2 

— 

UHV Unit 

1 

1 

— 

Hadar Station 

1 

1 

— 

Railoun 

Railoun 1 

1 

1 

HR Turret 

HR Turret 

1 

1 


The Monument 
Compound is the 
main rear control 
point for the EU 
team in the 16- and 
32-player battles, 
and home to the 
EU commander’s 
assets. This 
sprawling 

skyscraper complex 
is similar to the 
one at the EU 
Headquarters to 
the north. But here 
the central plaza’s 
hilltop is adorned with a tall 
monument and the control 
point’s flag, not a landing 
pad — an important distinction 
when searching for a place 
to repair your aircraft. 

Hrroch 

Assault the Monument 
Compound from the east, avoiding its vehicles and the 
defensive weapons positioned along the line of western 
skyscrapers. The monument hilltop is barricaded, 
surrounded by dragon’s teeth and a low concrete wall. 

But infantry and battle walkers can easily overcome these 
obstacles to reach the flag — APCs and tanks can get over 
the low concrete wall at its lowest point to the west, near 
the AA turret. At the top of the hill, use the containers or 
white storage tank for cover while converting the flag. 


Defend 

Most attacks advance along the paved road to the south 
that leads directly to the flag. Halt such advances with the 
two railguns, blasting enemy vehicles as they reach the 
crest of the hill. The northern railgun has a great view of 
the western dirt road and is capable of engaging traffic 
approaching from the Roadblock. If manpower is an issue, 
hold back and hide in one of the damaged houses, watching 
the flag from a distance with an engineer kit’s rocket 
launcher at the ready. Avoid mining the paved road, as 
friendly units need to use this route. Scattering a few demo 
packs around the flag is a good solution to the friendly- 
fire problem. If enemy attacks get too strong to repel, 
reinforce the control point with a tank or battle walker. 

ROADBLOCK 


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copying or downloading expressly prohibited. 


Defend 

As long as the Ghost Town is held by your team, expect 
most attacks to advance from the south. Man the railgun 
west of the flag to slice open enemy vehicles attempting 
to rush up the dirt road. Or blast air threats with the 
AA turret to the east. The two bunkers near the flag are 
great cover positions, too, allowing infantry to fire down 
on incoming attackers. But even these assets might not 
be enough to repel attacks. Since the control point spawns 
only FAVs, consider reinforcing it with tanks or battle 
walkers for additional firepower. 

MONUMENT COMPOUND 


_ „ Roadblock Assefs 

The dirt road at 

the Roadblock is an EUConlfol PI1C Control 16 Plauer 32 Plauer 64 Plauer 

alternate route up MH~15 URZ~8 — — 2 

the northwestern RailOUn RailQUn — — 1 

plateau, flu Turret HD Turret — — 1 

connecting the 
EU Headquarters and 
Monument Compound. The 
flag here is flanked by two 
massive concrete bunkers, 
offering elevated views 
of the surrounding area. 

Like the Ghost Town, the 
Roadblock doesn’t provide a 
wealth of assets, but it’s a 


critical choke point for the 
EU when defending the EU 
Headquarters. 

Attack 

Avoid assaulting the 
Roadblock from the south. 

Instead, advance from the 
east, either on foot or along 
the dirt road leading in from 
the Ghost Town, and flank the bunkers and flag from the 
north. Open fire on any visible defenders in the bunkers or 
sitting in the defensive weapons while moving toward the 
flag. If attacking in an armored vehicle, simply park next to 
the flag to convert it. But if you’re on foot, rush inside the 
western bunker and convert the flag from within. 



*+* S. H ^ 

G-Jr HjJ 

64 Player Only 

• EU Headquarters 

Ell 

• GkostTouin 


™ •Monument Compound ™ 

UN— < FtM 


Dll 

Ell 


m 

• Roadblock 

• Hill 

• South Outpost 







MINSK 


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copying or downloading expressly prohibited. 


Never advance on the South 3BP ff ' ( J-j 

Outpost head-on. Instead, 
flank the trench system 

from the north or south. ff * h ■ 

Try driving an APC up to * T-l J 

the southern flank and 

unloading infantry directly 

into the trench. While 

infantry assault the trench 

from the south, encircle the lf ^ -J 

line with tanks and battle 

walkers from the north, ^ 

overwhelming any defenders 

in the bunkers or rear 4 

positions. Throw in some 

orbital strikes to intensify the i ^ 

chaos, enticing defenders to 

retreat or spawn elsewhere. Park some armored vehicles 
near the flag to convert it, constantly watching the trench 
and bunkers for any stragglers. 


The eastern side of the 
monument is totally open. 

This is the most likely 

direction of incoming 

assaults, so position a 

tank [or even an APC) on 

the eastern side to deter { 

enemy incursions. Engineers 

and recon troops are effective on the monument hilltop, 
firing down on attackers while taking cover among the 
containers. For an even higher vantage point, climb the 
white storage tank. Or better yet, hitch a ride on an 
gunship and drop down on a skyscraper’s rooftop. Friendly 
vehicle traffic is minimal on this hilltop, so don’t be shy 
about loading the flag’s capture radius with mines and 
other booby traps. 


Expect most attackers to hit the trench head-on, aiming 
for one of the two bridges. Use these bridges as choke 
points, lining them with mines or demo packs to halt vehicle 
rushes. Pack the trench and bunkers with rocket-toting 
engineers. The railguns are positioned to the west, behind 
the trench, so engineers have the best chance of knocking 
out incoming tanks and battle walkers at long range. When 
applicable, man the AA turret on the central bunker. It has 
an amazing 360° view of the surrounding airspace and is 
vital in preventing air strikes and airborne raids. If available, 
back up the trench and its flanks with tanks and battle 
walkers — especially if the enemy holds the Hill to the north. 


SOUTH OUTPOST 


This back-up SOllfl) OUfpOSfflSSefS 

defensive line sits 

about 3 oo meters Ell Control PHC Control 16 Plauer 32 Plauer 64 Plauer 

west of the Front NH~15 jjjjZJ} 2 ] 2 

Line, giving EU flVM-2 BTR~4 — 1 — 

defenders a second ^ ^ I j* 

chance at stopping n .. n .. . n n 

the PAC advance. » ! i L_ 

The South Outpost M M MM ! ! 

consists of a *EU Control Oflll 

lengthy north-south 

trench system and three concrete bunkers. All vehicles are 
spawned to the west of this line, keeping them relatively 
safe from incoming fire. The flag is also positioned to the 
west, requiring PAC attackers to overcome the line and 
bunkers to reach its capture radius. 


dll 

Ell 

• Monumenr Compound 
•Hill 

. CrnnHino 



r . sK 


MH-15 

UflZ-8 2 1 2 

flVM-2 

BTR-4 — 1 

H8 

Tune 21 — 1 2* 

RallQun 

RallQun 1 2 2 

HH Turret 

RR Turret — 1 1 








Defend 

Don’t skimp on defense at the Hill, especially if the Front 
Line has fallen. Take up positions in the bunker or trench 
systems by the southern road to engage enemies near the 
Front Line or South Outpost. The railgun has a great view 
of the no-man’s-land between these two control points and 
is great for scoring side hits on tanks and other armored 
vehicles moving through this high-traffic area. Like the 
AA turrets at the Front Line and South Outpost, this one 
is also positioned on the bunker’s roof, giving it great 
coverage of the surrounding airspace. Use it to blast air 
units assaulting the southern control points or attempting 
to break through to the west. Defend against vehicle rush 
attacks by packing the flag’s capture radius with mines or 
demo packs. If necessary, use the battle walker spawned 
here to blast attackers off the Hill. 


The dirt road ascending The adjacent norThuiestern plateau leads out of bounds in the 
64-player battle. But an FBV sprinting along this road can reach the Ghost Touin before 
any punitive damages are applied. 


BVM-2 BTB-4 — 1 1 

L-5 T-33 1 1 1 

Bailoun Railoun — 3 2 

1 Turret BB Turret — 1 1 


to prepare themselves for the incoming assault. The 
massive trench system and concrete bunkers are effective 
fortifications, providing infantry with excellent cover and 
views of the eastern approach. Whichever team holds 
the Front Line is rewarded with a battle walker, useful for 
defending this site, or attacking the nearby control points. 


variations. Located 
approximately 350 
meters west of 
the PAC Camp, 

EU defenders only 
have a few seconds 


Hill flssels 


NH-15 

UBZ-8 

T 2 

B8 

Tune 21 

1* 1 

L-S 

T-39 

1 1 

Railoun 

Railoun 

1 1 

BB Turret 

HH Turret 

1 1 

*EU Control Only 


In the 32- and 64- 
player battles, the 
Hill is an important 
control point for the 
PAC. In addition to 
spawning a battle 
walker, holding the 
Hill allows the PAC 
to stage deeper 
incursions into EU 
territory, by flanking 
the South Outpost or by 
rushing the northwestern 
plateau to reach the EU 
Headquarters. Unlike the 
South Outpost and Front Line, 
the Hill is relatively easy to 
assault, requiring EU defenders 
to reinforce this weak spot in 
their northern flank. 

DU flck 

Assault the Hill from the 
west, using one of the 
ktwo dirt roads to bypass 
Ithe defensive features 
■overlooking the southern 
"slope and road. Move in 
stealthily by foot or quickly 
in an FAV. This is the best way to catch defenders by 
surprise, as they’re most likely expecting attacks from the 
south. Target any defenders in the bunker or trenches while 
camping the flag’s capture radius — knock out the railgun 
near the southern slope too. If on foot, stay quiet and 
convert the flag while hiding near the crates or structure to 
the west. 


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copying or downloading expressly prohibited. 


HILL 



A ' r 


• Ghost Touin 

32 and 64 Player 

• Monument Compound 

EU 

• South Outpost 


• Front Line 



FRONT LINE 




Rll 

• South Outpost 

EU 

• Hill 


• PBC Camp 



. „„ Front Line Rssets 

/\s its name states 

this is the eu front’ EUContfol PBCContfol 16 Plauer 32 Plauer 64 Plauer 
line in all battle HH~15 UflZ~B 2 1 2 




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copying or downloading expressly prohibited. 

Attack 

As at the South Outpost, 
infantry and vehicles must 
work together to overcome 
the defensive fortifications 
at the front line. Get 
infantry into the two trench 
branches stretching out to 
the east while recon troops 
provide covering fire from a 
distance. Continually pound 
the bunkers with heavy fire 
from tanks and the APC’s 
mortar while advancing 
toward the control point. 

Make sure the trenches 
flanking the main dirt road 
are clear of enemy troops 
before moving vehicles toward the bridge. Watch for mines 
and other explosives lying across the bridge — a recon 
solider equipped with the unlocked Zeller-H sniper rifle can 
detonate booby traps at long range. Get armored vehicles 
across the bridge and within the flag’s capture radius on 
the western side of the central bunker. 




Defend 


PAC CAMP 


&Jr mm 

Rll 



PRC 


•Front Line 

T“ 1 




PRC Control 


R-4 


Type 21 


If any team [especially the EU) hopes to hold out at the 
Front Line, it will need tank support. Reinforce the control 
point with tanks spawned at the South Outpost or Hill. 
During the initial PAC assault, position tanks behind 
the trenches for cover and fire at incoming vehicles at 
long range. The battle walker spawned here should hold 
back behind the central bunker and guard the flag — it 
won’t stand a chance in long-range duels with advancing 
tanks. Engineers are a huge help here, using their rocket 
launchers to assist in taking out enemy armor, as well 
as mining the bridge east of the bunker. The railguns are 
useful during close-quarter encounters with enemy armor, 
but the AA turret [on the central bunker’s roof) has a much 
broader view, capable of hitting ground units to the east as 
well as aircraft in any direction. 


This base is the 
staging area for the 
PAC assault. Players 
spawning here have 
the choice of three 
different spawn points; 
two to the east and 
one to the west. 

Infantry can get a jump 
on the northern trench 
at the Front Line by 
spawning to the west 
while players hoping to 
drive vehicles should 
use the easternmost 
spawn point. The Type 21 
hover tanks spawned here 
are essential to a PAC 
victory, so it’s important that 
the PAC team keeps these 
vehicles at the lead of the 
assault, even after the Front 
Line falls. 


PHC Camp Assets 

16 Player 32 Player 


64 Player 


2 


2 


Type 4 — 


Rail 


flR Turret — 



Attach 

Although the PAC Camp can’t be captured, don’t rule out 
small-scale raids. Wait till the PAC team is busy spawning 
at other control points, however, or you face heavy 
resistance. Rush in with an FAV or sneak in with the aid 
of active camouflage. The PAC commander’s assets are 
scattered along the northern edge of the base, so use the 
structures for cover while moving between them. Don’t 
leave till a Type 32 IMekomata or the Type 4 Doragon 
is available. Consider stealing the Type 4 and hiding it 
somewhere in EU territory to deny the PAC its only air unit. 
But don’t just stash it and forget it. You need to stay inside 
or near the aircraft to prevent it from self-destructing and 
respawning at the PAC Camp. 



‘V , 






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copying or downloading expressly prohibited. 


Defend 

The commander or a small squad can defend the PAC Camp from the occasional raid. Man 
the railgun near the paved road to destroy any vehicles approaching from the west. In the 32- 
and 64-player battles, the AA Turret has a clear view of the base and western sky, capable of 
blasting lightly armored ground units or aircraft. If available, use an APC to patrol the base. 

Its weapons are capable of eliminating most attackers, and it has a thick armored hull — a 
welcome asset when you’re constantly being distracted by commander duties. 


EU Headquarters 


PRC Camp 


The Battle of Minsk featured the first employment of the militarized Titan in combat operations, changing the nature of 
modern warfare forever. Because of the Titan’s unmatched effectiveness as both a transport and assault medium, its 
destruction became a crucial component of military strategy. At Minsk alone, six full-scale Titans were destroyed within 
the first week of combat. 


Gain the upper hand by capturing and holding the four westernmost silos. Start by rushing Silos 2 
and 3 in the UD-12, dropping squad leaders at each site. Secure Silo 4 as well, dropping off another 
squad leader in the UD-6. On the ground, use the MK-15 at the EU Headquarters to quickly rush 
and capture nearby Silo 5 while the remaining ground vehicles move south to help reinforce Silos 2 and 3 — the A8 
Tigers are particularly effective in this defensive role. Leave the L-5 Riesig from Silo 4 back for its defense and move 
the EU Titan near Silo 5. Hold out at these four silos and wait for the PAC Titan’s shields to drop. Assign a couple of 
squads to assault the PAC Titan, using the UD-12 for transport. Continue defending at least three of the silos on the 
ground — consider backing off Silo 3 if necessary. Monitor the progress of the Titan assault, as well as the status of the 
EU Titan’s shields. Shift more squads to Titan defense as the shields weaken. If the assault squads are unsuccessful, 
rotate squads from defense to offense till the PAC Titan is destroyed. 









MINSK 


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SILO 1 


Isolate the EU to the northwestern 
plateau by dominating the southern 
valley’s silos. Block EU ground 
advances by capturing Silos 2 and 4 with the squad 
leaders dropped from the BTR-20. Drop at least one 
squad leader over Silo 3, too, in the Type 4. Back at the 
PAC Camp, rush the ground vehicles west to reinforce 
the silos, capturing Silo 1 along the way. Move the Type 
32 IMekomatas to Silos 2 and 4, as they face the brunt 
of the EU ground units rushing down the northern roads. 
Get the Titan moving, parking it over Silo 1 . Keep the 
AA turrets at all silos manned and firing to prevent EU 
aircraft from dropping squads and establishing spawn 
points in the southern valley. Defend the four southern 
silos till the EU Titan’s shields fail. Stay on defense on 
the ground while rushing a couple of squads to the EU 
Titan for the assault. During the Titan assault, let the EU 
take Silo 4 to avoid spreading the other silo defenders 
too thin. Be ready to move squads onto the PAC Titan 
for defense as its shield strength dwindles. 


f mF Located just off the bow 
of the PAC’s Titan at the 

t ' * - t " Front Line, Silo 5 is likely to 

UP ; * remain under PAC control for 

a most of the battle. The site 

V ■< provides a nice supplemental 

H launch pod assaults on these 

PAC Titan. This is one of two 
APCs produced at the silo sites, so make note when looking 
for a pod ride onto the enemy’s Titan. Although the Front 
Line is designed to repel attacks from the east, the central 
bunker and southern trench are still effective fortifications 
when attacked from the west. Defenders here can watch 
over the silo from behind cover, or man the AA Turret on 
the bunker’s roof to down enemy aircraft. 


— The EU Headquarters serves 

its Titan. Although the EU 
starts very close to Silo 
I 5, at the Ghost Town, its 

narr ° W d' rt roac * s 

reach the other silos. At the 
start of battles, use the UD-6 and UD-1 2 to secure the 
neutral silos to the south while the ground vehicles follow 
up to reinforce them. The EU commander can defend this 
base [and Silo 5) by manning the Titan’s turrets. 


MH-15 

UflZ-8 

1 

HVM-2 

BTR-4 

1 

08 

Tune 21 

1 

Railaun 

Railaun 

1 

nn Turret 

OH Turret 

1 


r 

III 

BASES Se SILOS 

7-0 

Ell HEADQUARTERS & Ell TITAN 


llii 1 

: EU Headquorrers/Titon Assets 



EU Control 

Unit Count 

• Silo S 


MH-15 

2 

f\. 


HVM-2 

l 

<T| _ 

H8 

nn n fT:L__n 

2 




• Silo 2 


• SiloS 


„ • PAC Comp 










• Silo 2 

• Silo 3 


SILO 4 


EU Control 


Silo 4 Assets 

PHC Control 


Silo 4 is near the 
skyscrapers of the 
Monument Compound. Like 
Silo 2, this site rewards its 
captor with a battle walker — 
more than enough incentive 
for both teams to rush this 
silo early. Unlike the eastern 
silos, defensive features here 
are rather sparse. The lack 
of an AA Turret makes this 
silo particularly vulnerable to 
airborne assaults. Consider 
using the site’s battle walker 
to defend. Or use engineers 
and recon troops to booby- 
trap the silo’s capture 
radius; the monument hilltop 
and surrounding structures offer decent cover. 


Recon troops can reach the skyscraper rooftops at the Ell Headquarters and Silo 4 bq 
launching themselves shquiard In an HPC assault pod. With the exception of the Titans, 
there's no higher vantage point on the map than these rooftops, making them ideal [get 
predictable] sniper perches. 


• Ell Headquarters 

• Silo 2 

• Silo 4 


SILOS 


EU Control 


Silo 5 Assets 

PHC Control 


MK-1S 

URZ-8 1 

HVM-2 

BTR-4 1 

A8 

Tuue 21 1 

Ruiloun 

Railaun 1 

HH Turret 

HH Turret 1 


&IH 

• Silol 

• Silo 3 

• Silos 


silo a 

Silo A Assets 

EU Control PHC Control 


MK-1S 

URZ-8 1 

L-S 

T-39 1 

Railaun 

Railaun 1 

HH Turret 

HH Turret 1 


Positioned on the Hill, this 
site produces the battle 
walkers, which makes it 
popular in the Conquest 
battles. Both teams should 
strive to control this silo 
to gain the extra firepower 
the battle walkers offer. 

The rooftop AA Turret is 
also a great asset, useful 
for engaging air traffic 
streaming between the two 
Titans. If available, use the 
battle walker to defend this 
silo. But infantry positioned 
in the southern bunker 
can defend the silo and 

surrounding area too. Use the elevated position to snipe 
infantry or blast vehicles racing between Silos 1 and 3 
to the south. In this mode, the dirt road ascending the 
hill to the north doesn’t run out of bounds, allowing for 
unrestricted vehicle traffic between this site and Silo 5. 


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copying or downloading expressly prohibited. 


its operator an unobstructed 
360° view of the battlefield’s 
air space — perfect for those 
looking to bulk up their air 
defense stats. 


• Silo 2 
•Silo 4 


NH-15 

URZ-8 1 

H8 

Tuue 21 1 

Railaun 

Railaun 1 

HR Turret 

RR Turret 1 


As one of the central silos, 
this site sees plenty of action 
and turnover during the 
battle. But the fortifications 
at the South Outpost offer 
willing defenders plenty of 
options to hold this site. 
Battle walker attacks 
from Silos 2 or 4 are best 
stopped with the tank spawned here. Strike them at long 
range to maintain an edge. Engineers can help out by hiding 
in the trench and bunkers, popping out to fire rockets 
at vehicles rushing the silo. The AA turret on the central 
bunker’s rooftop is another strong defensive feature, giving 


Silo 3 Assets 

PRC Control UnifCounf 


SILO 3 


EU Control 







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copying or downloading expressly prohibited. 



This silo is positioned 
approximately 200 
meters south of the EU 
Headquarters and the EU 
Titan’s starting position, at 
the Ghost Town. It spawns 
assets identical to those 
of Silo 1 , the silo near the 
PAC’s starting position, 
including a tank and an 
APC. This APC can be 
used to launch infantry pod 
assaults on Silo 2 and 4. 

But when launching on Silo 
4, be sure to clear the tall 
skyscrapers — or land on their 
roof and parachute down to 
reach the silo. Silo 5 is best 



defended by infantry hiding among the damaged homes, 
while the spawned tank is used to assault other silos. In 
addition to defending this site, EU troops should make use 
of the silo’s AA turret to keep PAC aircraft away from their 
base and Titan. 


Tupe 4 fTitanl 


BTH-BO fTitanl 


Orbital Strike 



PAC CAMP 

PHC Camp/Tifan Assets 

PAC Control 


2 


Radar Station 


This PAC staging area is 
just west of the camp used 
during its Conquest assaults. 
There are no structures 
here or any other sources of 
cover, leaving the spawned 
vehicles lined up on the road 
vulnerable to strafing runs 
by the EU’s UD-6 Talon. PAC 
troops should use the Titan’s weapons or the engineer’s 
unlocked SAAW 86 anti-aircraft weapon to fend off EU air 
strikes on the vehicles and commander’s assets. The PAC 
commander should consider moving the Titan between this 
base and Silo 1 to defend both locations. 



Commander: Drop orbital strikes at high-traffic 
bottlenecks like the Front Line and South Outpost. 
Supply drops are equally important in these areas, 
mostly to repair vehicles. Coordinate your squads 
by giving them orders and staying in touch with 
the squad leaders over VoIP. Squads must work 
together when attacking or defending the Front 
Line. Use UAV support to locate enemies hiding in 
the trenches and bunkers. 


Squad Leader: Relay orders from the commander, 
and repeat them through VoIP, issuing specifics 
of where you want each squad member or which 
weapons/kits are needed. This is particularly 
important during defense at the Front Line and 
South Outpost, helping spread the squad among 
the various trenches and bunkers. 


Recon: Hold back from the Front Line and South Outpost 
to snipe enemy engineers positioned in the bunkers and 
trenches. Or sneak past the front using active camouflage 
to stage sneak attacks on rear control points. 

Assault: Bring along the defibrillator when operating 
around the Front Line. Patrol the trenches and revive 
any fallen teammates. The shotgun upgrade is also very 
effective in the trenches. 


Engineer: Climb into the bunkers scattered across the 
battlefield and fire down on enemy vehicles, using the 
elevated vantage point to hit them at long range. When 
not on foot, pilot the tanks and battle walkers, always 
staying near at least one other engineer-operated vehicle. 

Support: Use the machine gun and/or sentry gun to 
prevent enemy troops from infiltrating the trenches at 
the Front Line and South Outpost. The shotgun unlock 
is a good choice during the trench fights too. As usual, 
stay in contact with the squad’s engineers to keep their 
rocket launchers stocked. 


KEY CHOKE POINTS 


Front Line Bridge 

During the Conquest battles, 
the PAC team must always 
grind against the Front Line, 
eventually overcoming the 
trench and crossing the bridge 
to reach the flag behind the 
central bunker. The EU can 
make this trek extremely 
costly by focusing its firepower 
on the narrow alley east of the 
bridge, using rockets, mines, 
demo packs, tank rounds, APC 
mortar fire, and even orbital 
strikes. Instead of constantly 
driving into this trap, the 
PAC should attempt to flank this bottleneck by infiltrating the 
trenches with infantry, to divert the EU’s attention away from 
the bridge. A combined assault is the only way to overrun the 
Front Line when it’s defended by an organized EU force. 



When defending the Front Line with a tank, park 
behind one of Hie Henches for partial cover and 
concealment. Battle malkers should crouch behind 
the trenches to reduce their visible profile. 



. 







MINSK TEST ER TIPS 


EU: One EU tactic may be to try to control the Front Line 
silo, as this would make it difficult for the PAC to bring 
its vehicles into the map. The Titan, with its pods, and the 
APCs make attacking possible from almost any direction, 
calling for extra attention from defenders. Their Titan 
can be used to cut off access to the raised plateau, but 
it should probably push forward to try to control silos 
farther ahead. 


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U: This is an Assault map, so it is important to fight for 
every inch of ground and not fall back until you absolutely 
have to. Most forces should be near the front line; bring 
additional vehicles to the front from the rear control 
points. Multiple routes to most control points provide 
good opportunities for counterattacks and flanking. Use 
the gunship to track enemy movements and take out heavy 
vehicles. 


Northwestern Plateau 


In the 64-player Conquest 
battle and in Titan mode, the 
EU occupies the northwestern 
plateau. This isolated section 
of the map can be reached 
only via three roads in the 
Titan mode (Roadblock, 

Ghost Town, and Hill) and two 
roads in 64-players Conquest 
(Roadblock and Ghost Town). 
The PAC can lock EU ground 
units out of the southern 
valley by blockading these 
three roads in Titan mode or 

the two roads in 64-player Conquest. This is most effective 
in Titan mode, when the PAC wants to maintain a silo 
advantage. But the blockade is also useful when making the 
final push on the EU Headquarters in the Conquest battle. In 
any case, the PAC commander should always make the intent 
clear to the squads defending each road. 


Blockade the roods descending the northuestern 
plateau with tanks or battle malkers. But keep 
the flfl turrets to the rear manned to prevent 
breakthrough airborne raids. 


LOGISTICAL CONSIDERATIONS 

Whether attacking or 
defending, take steps to 
keep your team healed, 
repaired, and well stocked 
on ammo and fresh vehicles. 

This is particularly important 
at the high-traffic Front 
Line and South Outpost 
control points. Support and 
assault troops are needed Landing pads are scarce on this map, so find an 
to drop ammo and med kits, isolated spot to land and repair pour omn aircraft, 
preferably within the cover of 

the trenches or bunkers. Commander supply drops should 
be deployed where friendly vehicles can easily access them, 
but where the enemy can’t easily target the crate. Both 
teams also need to move fresh vehicles from their bases 
and control points to the front. The team with the most 
tanks and battle walkers at these stand-offs has the best 
chance of holding out. Air power is also important during 
this battle, but there’s only one landing pad on the map, 
at the EU Headquarters — available only in the 64-player 
Conquest battle and Titan mode. If necessary, use the 
Titan’s hangar to repair your aircraft, or land in an isolated 
part of the map and conduct repairs yourself with the 
engineer’s blowtorch. 


PAC: The PAC has several attack tactics at its disposal. 
Should an armored attack at the Front Line fail, assault 
and recon soldiers might try to sneak up closer to the 
bunker. The terrain and vegetation all over the map provide 
good cover for assaulting infantry, although distances 
at some points may seem daunting. Use the gunship to 
patrol the central part of the map and try to take out 
reinforcements. 


PAC: The PAC should try to control the Hill silo, as it cuts off 
one of the EU’s supply lines and gives it good access to most 
other silos. The EU Headquarters, with its APCs and pods, 
makes attacking possible from almost any direction, calling 
for extra attention from defenders. The PAC Titan has a 
good chance of covering both the Front Line and Hill silos, 
and possibly also the South Outpost with a little movement. 



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EY CONTROL POINTS/SILOS 



k. Roadblock 


FEATURES: A small base set up to defend against further 
advancements. 



Fronr Line 

FEATURES: A bunker overlooking the trenches. 

ATTACK: Getting past the bridge by the trenches may prove 
difficult without a coordinated attack. Use the spawns 
by the trenches to clear out any advancing defenders. 

It’s important to remember that the EU probably has 
additional vehicles approaching the control point. 

DEFEND: Try to get a first line of defense as close to the PAC 
base as possible to get a few early hits on its advancing 
vehicles. Remember that there will be soldiers from both 
armies inside the trenches. If you are pushed back to the 
bunker, consider a breakout, or wait for reinforcements 
from the other control points. 


Hill 

FEATURES: A small auxiliary outpost on a hill. 

ATTACK: Defenders here have the benefit of a higher elevation 
overlooking most of the valley, so they may be difficult to 
sneak up on. A bold rush in with any vehicle may be the 
most successful tactic. 

DEFEND: This base is most easily defended by infantry, as they 
have plenty of ways to stay hidden from vehicles and even 
plant demo packs on them. 


South Outpost 

FEATURES: A small base defended by another line of trenches. 

ATTACK: Getting here on foot can be tedious, so try to catch 
a ride with an APC or another vehicle. Once you’re past 
the trenches, exit the vehicle to give better support and to 
clear the trenches. 

DEFEND: Defending the flag from a distance is the easiest option. 
Use the trenches and bunker to defend from both sides. 

Be careful where you park your vehicles, as they are open 
to attack from many directions. Because this is a central 
control point, keep an eye on the mini-map while defending to 
see where enemies are most likely to come from. 


Monument Compound 

FEATURES: A large monument in the middle of a group of 
civilian buildings. 

ATTACK: It might seem open and vulnerable at first glance, but 
the compound is essentially a low tower, and you are very 
exposed as you move up. Defenders have good cover behind 
the concrete walls on top. You may want to bring vehicles 
back to destroy the tank and battle walker. 

DEFEND: An attack could come from any direction if the 
attackers are inventive, so it’s essential to have a mobile 
defense. Tanks may seem dangerous, but they can’t climb 
the sides, so it’s more important to make sure you’re not 
being infiltrated by cloaked enemies. Keep an eye out for 
vehicles sneaking up behind the buildings to the northeast. 


ATTACK: The narrow, steep path makes your vehicles 
vulnerable to mines and engineers hiding in the bunkers. If 
the Roadblock is defended, it may be better to go for the 
Ghost Town first and then attack downhill. 

DEFEND: It may seem easy to cut off the attackers here, but 
while you defend, pay some attention to the other path 
leading up to the Ghost Town. Slower vehicles may be 
attacked as they lumber up, but FAVs are harder to hit. 

Ghost Town 

FEATURES: The remnants of a former civilian suburban area. 

ATTACK: This point is of little strategic importance, but it gives 
you a spawn point close to the EU Headquarters. 

DEFEND: It’s hard to defend because it’s so open to attacks in 
all directions. Infantry can use the ruins for cover, but may 
want to call in support from surrounding bases. 

EU Headquarters 

FEATURES: A monorail passing by the civilian building complex. 

ATTACK: You have two entrances for vehicles on either side 
of the monument on the side of the base. Infantry can be 
dropped on the far side and make their way across the 
area. While it may seem tempting to rush in with a tank, 
there’s a risk of infantry hiding among the barracks with 
mines and demo packs. 

DEFEND: Losing this base would leave you with no air support, 
so respond to any calls for reinforcements from here. 
Vehicle maneuvering inside the base is somewhat limited, 
so you may want to stay either in the back or front and 
wait for enemies to expose themselves. 




By the end of 2142, freezing temperatures, mass migration and warfare had rendered most of the PAC occupied 
territories uninhabitable. Desperate to sustain its dwindling population, the PAC changed its military focus to capturing key 
energy, food and water supplies. Shuhia Taiba, a large-scale, EU agricultural project located in northern Egypt, was one of 
the PAC’s primary targets. On November 11th, a fleet of Titans carrying six PAC Command Divisions flew into the skies 
above Shuhia Taiba. They were immediately greeted by the EU’s 2nd Army. The resulting battle raged for more than a year. 


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copying or downloading expressly prohibited. 


East Mounrain Pass 


The EU team must secure at least 
two of the mountain’s neutral control 
points to bleed the PAC ticket count. 
Start the race up the mountain with the two MK-1 5 
Bandits, rushing them to the Central Base and Office. 
Follow their advance with the slower A8 Tiger, AVM- 
2 Groundhog, or L-5 Riesig. Use these slower units 
to capture the Freezers, then move them to reinforce 
the Central Base or Office. Try to hold your front line 
at the Office, keeping the PAC units off the mountain 
altogether. From here you can ambush them as they 
advance up the narrow dirt roads near their East 
Mountain Pass base. If you are pushed back from the 
Office, split your defense between the Central Base and 
Freezers. You must hold these two control points to 
secure the drain on the PAC tickets and to prevent your 
own ticket count from being bled. 


iO 


Like the EU, the PAC team should 
try to dominate the mountain by 
holding all three neutral control 
points. Lead the assault with the UAZ-8 Ocelots, sending 
them to capture the distant Freezers and Central Base. 
Meanwhile, convert the Office with the slower Type 32 
Nekomata, BTR-4 Romanov, or T-39 Bogatyr battle 
walker. But don’t leave these heavier units at the Office. 
Move them to the Central Base or Freezers to help fend 
off EU attacks. Ideally, it’s best to hold at the Freezers, 
allowing you to fire down on incoming EU troops as they 
advance up the narrow roads to the west. But if the EU 
gains a foothold at the Freezers, they can easily advance 
on the Central Base and Office. So make sure both of 
these control points are well defended. Otherwise it may 
be your team that’s struggling to reach the top of the 
mountain. 








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copying or downloading expressly prohibited. 


Storage Urea 


Supply Base 


HI 


In this larger battle, the EU must 
capture and hold at least three of the 
neutral control points to bleed the PAC 
ticket count. Speed is the key to establishing a presence 
on the mountain, so rush the Freezers, Central Base, 
and Office with air units and FAVs. The remaining ground 
units should advance on the mountain too, capturing the 
West Mountain Pass along the way. Air power eliminates 
the front-line concept, so make sure all control points 
are well defended. Try to hold the four westernmost 
control points, using their AA turrets to deter airborne 
assaults. If the PAC team manages to take one of the 
mountain control points, immediately counterattack. 

Look for opportunities to harass their rear control points 
with air units at the East Mountain Pass and Supply 
Base. This may alleviate pressure on the mountain, 
allowing teammates to regain control. 


Maintaining control of the mountain 
is the key to winning this battle. 
Immediately rush the Freezers, 
Central Base, and Office with air units and FAVs while 
the remaining ground units convert the East Mountain 
Pass. As in the 1 6-player battle, try to stop the EU 
advance from the western cliffs at the Freezers. But 
manpower is needed at the other control points too, 
to defend against EU airborne assaults. Keep the AA 
turrets manned at each control point, while using the 
Type 4 Doragons to enforce air supremacy. Suppressing 
the EU air threat allows for more resources to defend 
against ground attacks at the Freezers. But remember, 
you only need to hold three of the control points to bleed 
the EU’s tickets, so don’t spread yourself thin. Hold to 
the eastern side of the map, and avoid assaulting beyond 
the Freezers. 


SHIIHIA TAIBA 


VKfV. 











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copying or downloading expressly prohibited. 


EU Military Base 


PRC Camp 


As in the smaller battles, focus on 
taking the mountain as soon as 
possible. This is easiest with the 
air units and FAVs. While these fast units rush the 
Freezers, Central Base, and Office, use the rest of the 
vehicles spawned at the PAC Camp to capture the Supply 
Base and East Mountain Pass. If the EU team manages 
to take control of the western side of the mountain 
first, hold strong at the Office and keep funneling vehicle 
reinforcements in from the PAC Camp and eastern 
control points. Meanwhile, strike the Storage Area and 
West Mountain Pass from the air, capturing them if 
necessary to maintain the ticket advantage. But don’t 
expect to hold these positions long, as counterattacks 
from the EU Military Base are strong and relentless. 

Still, such decoy attacks in the western valley may be 
enough to re-establish control of the mountain. 


'A 


In this massive battle, the EU must 
capture at least four of the neutral 
control points to whittle away the 
PAC’s tickets. Once again, rush the mountain with air 
units and FAVs to capture the Office, Central Base, 
and Freezers. Get the four A8 Tigers and other ground 
vehicles moving toward the mountain too, capturing the 
Storage Area and West Mountain Pass along the way. 
Reinforce the mountain positions with vehicles spawned 
at the base and two western control points. With a 
team of 32, you have more than enough manpower to 
hold down the mountain. While defending the mountain 
with ground forces, distract the PAC by staging air raids 
in the eastern valley. But avoid permanently occupying 
these positions, as they’re too close to the PAC Camp. 
Instead, constantly harass these control points in an 
attempt to draw PAC forces away from the mountain. 












i 1 1 BASES Sr CONTROL POI NTS 
* 


Ell MILITARY BASE 


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copying or downloading expressly prohibited. 


Ell Million] Base Assets 


EU Control 16 Plauer 

32 Plauer 

64 Plauer 

MH-1S 

— 

4 

RVM-2 

— 

2 

A8 

— 

4 

UD-G 

— 

2 

UD-12 

— 

2 

Orbital Strihes — 

— 

2 

URV Unit 

— 

1 

Radar Station — 

— 

1 

Railoon 

— 

2 

flfl Turret 

— 

2 


This massive 
encampment serves 
as the EU’s base in 
the 64-player battle, 
spawning more than 
enough vehicles to kick- 
start an assault on the 
eastern control points. 

As the EU team moves 
east, it’s important that 
some team members 
continually spawn here 
to protect the base from 
PAC air attacks and to 
keep moving ground 
vehicles to the front lines. 

The four A 8 Tiger tanks are 
crucial on offense and defense. 

Rffack 

Unless your team holds the 
Storage Area, don’t attempt to 
attack the EU Military Base on 
the ground, as you’re likely to 
face heavy resistance along the 
way. Instead, hit it with a full 
squad from the air using a BTR- 
20. Air defenses at the base are 
stiff, so make sure your squad 
ejects over the base before your 
ride goes up in flames. Once 
on the ground, your squad can 
commandeer vacant vehicles 
and unleash havoc on the EU 

defenders. Quickly knock out the EU commander’s assets with 
some demo packs and make your escape. 


A small squad stationed at the base is often necessary to fend off 
PAC air raids. Man one of the two AA turrets and scan the skies 
to the east. Your team’s own air units will make frequent stops 
here as well, repairing and re-arming at one of the landing pads. So 
make sure you identify the incoming target as hostile before opening 
fire. If the PAC team captures the Storage Area or West Mountain 
Pass, prepare for ground attacks via the roads to the southeast. 
Consider mining the entry base’s entry points, but leave room for 
your team’s vehicles to exit. If available, grab an A 8 Tiger and camp 
on the eastern ridge, firing down on the incoming attackers. 


Storage Brea Assets 


The Storage Area 
is the EU’s base 

in the 32 -piayer EUConlfol PflC Coiilfol 16 Plauer 32 Plauer* 64 Plauer 
battle and is well MH~15 URZ~8 — 4 2 


Attach 

Despite the wall surrounding 
the facility, there are multiple 
dirt road entry points, 
making it easy to rush in 
with a vehicle and convert 
the flag on the western 
side. Dropping troops from 
the air is also an effective 
capture technique. Always 
fly in low from the northeast, 
where the site’s AA turret 
can’t see you approach. If 
on foot, rush the flag and hide inside the open container to 
the east to convert it. Unless staging quick raids, the PAC 
team is better off staying away from the Storage Area. In 
the 32-player battle, this site is the EU base, and cannot 
be captured. While it can be captured in the 64-player 
battle, the nearby EU Military Base has a serious height 
advantage, allowing EU defenders to fire down into the 
Storage Area, often inflicting heavy casualties. 




*EU Control Only 


Type 32 — 


within its sphere of gjg -4 — 

influence during thejj 
larger 64-player ' 
battle. This facility - 
is equipped with I 
three landing pads OMI SlTihGS — — 

in the northeast 
corner, capable 
of repairing and 
rearming friendly 
air units. These 


Radar Station — — 


flfl Turret Oil Torre! — 


landing pads 
serve EU pilots 
well in battles of both 


sizes, allowing them to stay 
relatively close to the action 
on the mountain. 


SHIIH1A TAIBA 


STORAGE AREA 


1^3 

32 and G4 Player “ 


EU [32 Player]/ 

• EU Military Base 

Neutral [64 Player] 

• West Mountain Pass 

***!' ’ > -i ■" 1 ^ ‘ rApf 

pi t . ^0 


G4 Player Onlij 
EU 


1 Storage Urea 





Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


■' i 


There are far too many entry points to cover with mines, 
so consider setting up defenses around the flag itself. 
Scatter a few mines or demo packs along the southern, 
western, and eastern edges of the capture radius, just 
outside the barriers and containers. A few more demo 
packs or anti-personnel mines should be placed near the 
flag’s base and in the open eastern container. Finally, back 
off from the flag and cover it from the eastern rooftop or 
one of the cylindrical storage containers to the northwest. 
Both elevated positions provide an excellent view of the 
flag and all surrounding entry points. Air attacks are also a 
serious threat, so don’t forget to man the AA turret on the 
eastern rooftop. 

WEST MOUNTAIN PASS 


HII 

El) pG Player]/ 
Neutral [32 and 64 Plaijer] 


• Storage Urea 

• Freezers 


Nestled against 
the western slope 
of the mountain, 
this site is often 
the launching pad 
for EU attacks on 
the central control 
points. In the 1 6- 
player battle, this 
is the EU base. The 
control point is up 
for grabs in the 
132- and 64-player 
■variations, and 
Iboth teams should 
* strive to control 
this position in an attempt to 
better reinforce the mountain- 
based control points to the 
east. In 64-player battles, 
the EU team will want to take 
this site early and use its two 
L-5 Riesigs to assault the 
mountain. No battle walkers 
spawn here for the PAC team. 


Nest Mountain Pass Assets 
EU Control PIIC Control 16 Player* 32 Player 64 Plauer 
-IS UNZ-8 2 1 2 


HVM-2 

BTR-4 1 

1 

— 

08 

Tune 32 1 

1 

— 

L-S 

1 

— 

2 

Orbital Strihes — 2 

— 

— 

UHV Unit 

1 

— 

— 

Radar Statin 

in — 1 

— 

— 

RailQun 

Rallnun 1 

2 

2 

R8 Turret 

8R Turret 

1 

2 


*EU Control Onlu 



Attach 


When attacking from the east, near the Freezers, use the 
mountain’s elevation to your advantage by firing down on the 
defenders. The mortars on the APCs are particularly effective 
in this role. While your team provides fire support, rush down 
one of the mountain roads in a vehicle and assault at close 
range. Coordinated vehicle rush attacks are also the best way 
to hit this control point when attacking from northwest. An 
open container north of the flag provides cover for infantry 
during the conversion process. 


Defend 


Prevent the majority of vehicle attacks from the east by 
mining the two mountain roads running between this site 
and the Freezers. Place EMP mines in a zigzag pattern to 
allow your own vehicles to get through these narrow paths. 
Attacks from the northwest are much harder to stop, 
because of the facility’s numerous entry points. During 
such situations, center defenses around the flag first, using 
mines and demo packs. Then line the outer perimeter of the 
facility with tanks and battle walkers to engage attackers 
advancing across the open desert. 

FREEZERS 



• Wesf Mounfain Pass 

w* • Central Base pw 

Freezers Assets 

EU Control PRC Control 16 Plauer 32 Plauer 64 Plauer 

MH-1S 

URZ-B 1 

1 

flVM-2 

BTR-4 — 1 

— 

L-S 

T-33 — 1 

1 

Railoun 

Railoun 2 2 

2 

RH Turret 

RR Turret — 1 

1 


Located on the 
western edge of 
the mountain, the 
Freezers is a vital 
central control point 
in all map variations. 

The control point 
spawns a variety of 
vehicles, including 
a battle walker in 

the 32- and 64-player modes. In battles of all sizes, the PAC 
team should try to hold this position, catching the EU team 
in a key choke point as they try to climb the two narrow dirt 
roads on the western side of the mountain. 












Recon troops positioned around the Central Bose's hill con cover the flogs ot the adja- 
cent Freezers and Office — an excellent oversight position uihether sniping or mailing 
to detonate demo pachs. 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

flffack 

As usual, it’s best to rush 
this control point with a 
vehicle, using one of the 
many roads leading into 
the facility. Infantry attacks 
from the west can succeed, 
too. Use the hexagonal 
freezer equipment for cover, 
advancing through the 
narrow passages on your 
way to the flag. Or take 
the high ground, rushing 
along the catwalk system. 

The flag’s capture radius is 
relatively small, requiring 
troops and vehicles to camp 
near the pole — or in the 
nearby container. If assaulting by air, watch out for the AA 
turret on the rooftop near the flag. Stay low and to the 
east to remain in its blind spot. 


SHU Hi A TAIBA 


Central Bose Asset 


Halting attacks from the west is as easy as mining the 
two western roads. Take up positions along the mountain’s 
western ridge and fire down on attackers approaching 
from the West Mountain Pass. The rooftop AA turret near 
the flag is also ideally positioned for engaging all western 
air traffic. Attacks from the north are harder to predict 
as there are three main roads running from the Central 
Base and Office. If you don’t have the manpower to mine or 
defend each road, fall back and tighten up defenses around 
the flag with some mines, demo packs, and any vehicles 
you can get your hands on. 


CENTRAL BASE 




Neutral 

• Freezers 

Ck , , ^ ..^3 

■ ^0 


Although it spawns 
no vehicles, the 

central Base is Ell Control PRC Control 16 Plauer 3B Plauef G4 Plauer 

one of the most RailQUtl RflilOUn 2 2 2 


important control ARM BAM — 
points on the 
map. Not only is it at the 
map’s center, but it’s also 
the highest elevation point, 
providing a commanding 
view of the surrounding 
control points. This makes 
it a tempting target for 
attackers looking to 
establish a foothold on the 
mountain. 

RffflCk 

Whether attacking from the 
north or south, there are 
numerous roads to choose 
from. Instead of rushing the 
flag directly, flank it from the 
west, moving beneath the 
massive circular structure. 

This is the best way to catch any defenders off guard. 

Plus, the structure’s large supports provide some cover. If 
attempting an aerial assault, stay along the western side of 
the structure to avoid getting hammered by the AA turret 
to the east. Instead of flying directly over the flag, consider 
dropping troops on the structure’s rooftop. From there 
they can parachute down and assault the flag at point-blank 
range. 


The railguns near the flag are adequate for stopping FAVs, 
but they won’t last long in a duel with a tank or battle 
walker. Because it has no vehicle spawns of its own, it’s 
important to reinforce this site with vehicles from your 
team’s base or surrounding control points. A few mines 
and demo packs placed near the flag couldn’t hurt either. 
In 32- and 64-player maps, the AA turret near the flag is 
crucial in controlling air traffic in the center of the map, 
making it a prized seat for air defense types. In a pinch, it 
can also be used to engage lightly armored ground units 
rushing the flag. 




Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


EAST MOUNTAIN PASS 


nr. 

r - H ^ fa*- * - > 

Kj XA 

PRC [16 Player]/ 

• Office 


Neutral [32 and 64 Player] rr 

^^•Jjijpply Base 



HI-15 

URZ-B 1 

1 

RVM-2 

BTR-4 

1 

L-S 

T-39 

1 1 

Railoun 

Railoun 2 

2 2 

DU Turret 

DU Turret 

1 1 



* >: f* * 

Y 


The Office is 
another industrial 
facility not unlike 
the Freezers. But 
this control point 
is located near the 
mountain’s eastern 
slope. The EU team 
should try to grab 
this control point 
early, in an attempt to halt 
the PAC advance along the 
winding dirt roads ascending 
from the East Mountain 
Pass. Keeping the PAC team 
off the mountain is the key 
to bleeding its ticket count. 


If the Office is heavily 
defended, there’s no easy 
way to approach from the 
east. Your best chance is 
to soften up the defensive 
positions with orbital strikes 
and mortars before a speedy 
vehicle advance. If air units 
I are available, use them to 
drop troops to the south while avoiding the AA turret by 
[the flag. Attacking from the south or west is much easier, 

’ as infantry can use the Central Base’s hill to fire down 
on defenders. The southern approach also provides more 
avenues of attack, including the paved road to the west and 
the facility’s catwalk system, accessible northeast of the 
Central Base. 


Set up stiff defenses along the eastern dirt roads whenever 
facing attacks from the East Mountain Pass. Cover this 
narrow passage from the nearby cliffs or the catwalks 
surrounding the large fuel tanks on the facility’s eastern 
flank. The Office’s southern flank is much more porous, 
requiring a greater degree of flexibility in defending against 
attacks from the Central Base. In this situation, it’s best to 
ambush attackers at the flag, using mines, demo packs, or 
distant rocket and sniper fire. 


All PAC ground 
units must travel 
through the East 
Mountain Pass to 
reach the mountain- 
based control 
points. In 16-player 
battles this is easy 
enough, as this 


East Mountain Pass Assets 


MH-15 

URZ-B 2 

1 

2 

■ 

BTR-4 1 

— 

— 

08 

Tune 32 1 

1-2 

— 

— 

T-39 1 

— 

2 

— 

Orbital Strihes 2 

— 

— 

— 

UOV Unit 1 

— 

— 

— 

Radar Station 1 

— 

— 

Railoun 

Railnun 1 

1 

1 

00 Turret 

00 Turret 

1 

1 


*PRC Control Only 



as the PAC base, 
providing them 
with easy access. 

But in the larger 
32- and 64-player 
battles, this control 
point can be captured by EU 
forces, effectively shutting 
down the only route into the 
mountains. 

Attach 

When attacking from 
the west, use the height 
advantage of the mountain 
and rain down automatic and 
mortar fire on the defenders 
below. While teammates 
suppress the site with heavy 
covering fire, move in with an 
FAV for the quick capture. 

Heavier fire support is 
necessary when attacking 
the control point from the 

south. Start off by calling an orbital strike, then push into 
the site through the western entrances with tanks and any 
other vehicles you can round up. 



Defend 


Use the vehicles that spawn here as the first line of 
defense. In all battles this control point produces plenty of 
capable vehicles, including two T-39 battle walkers for the 
PAC team in 64-player battles. Always put these assets to 
use regardless of which direction the attack comes from. 
Next, focus on keeping enemy units away from the flag. 
Instead of covering all the entry points, center your efforts 
on the flag, booby-trapping the capture radius with mines 
and demo packs. Fall back to the perimeter and cover the 
flag from a distance, preferably from an elevated position. 







SHU HI A TAIRA 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


In both battles it’s unwise for 
EU troops to tread this deeply 
into PAC territory unless 
they’re looking to sabotage 
the enemy commander’s 
assets or steal a vehicle. 
Speed is the key to staging 
these raids, so move in with 
an FAV or air unit. Conduct 
your business as quickly as 
possible and get out. Even 
if you have a chance at 
capturing the control point 
during the 64-player battle, 
don’t plan on sticking around 
for the inevitable crushing 
counterattack originating from 
the PAC Camp next door. 


The Supply Base SUDDlU M 

is another eastern 

control point EU Control PRC CohItoI IE PlauGf 32 Plauer* 64 Plauer 

dominated by the M0~15 ltflZ~8 — 3 2 

PAC team, serving flyfl-jj GTH — 2 1 

as its base in the Tu „ e _ j. l 

32-player battle. _ _ _ 

Even though it ^ 

starts off neutral ZZ iWii ZZ ! 

in the 64-player — Orbifill SffiliBS — 2 — 

version, its close — WM\ — 1 — 

proximity to the H RajarSfflfion — i “ 

PAC Camp ensures ~ ~ : : 

that it stays under * = 2 L_ 

PAC control for flfl TUffGl^ flflTUITBf 1 1 

most of the battle. *Pf|[ Control Oflll 

Like the Storage 

Area to the west, this control point has three landing pads. 
Although nothing spawns on these pads in the 64-player 
battle, they can still be used to repair air units. 


This desert control point doesn’t see much action, but 
when it does, it’s usually from the air. Fortunately, the AA 
turret on the western side of the facility has a good view 
of the surrounding skies. If ground vehicles approach, 
hit them with one of the railguns positioned near the flag 
or hold back on one of the rooftops and nail them with a 
rocket launcher. If the enemy captures the nearby East 
Mountain Pass control point, prepare for heavier ground 
attacks and consider holding back some of the spawned 
vehicles for defense. 


PAC CAMP 


Although the PAC Camp spawns many vehicles, the team 
must make the most of them to capture and hold the 
western control points. Even after the initial push, PAC 
players should continue to spawn here and drive the more 
powerful vehicles to the front line positions. At the same 
time, it’s important that most of the team stay on the 
attack — there’s no need for 10 players to stand around and 
wait for the next air unit to spawn. 


MH-15 

unz-8 

3 

2 

HVM-2 

GTR-4 

2 

1 

88 

Tune 32 

2 

1 

— 

to 4 

2 

— 

— 

BTR-20 

1 

— 

— 

Orbital Strihes 

2 

— 

— 

UflV Unit 

1 

— 

— 

Radar Station 

1 

— 

Railaun 

Railaun 

2 

2 

88 Turret 

88 Turret 

1 

1 


w 32 and 84 Player w 


i PRC [32 Player]/ 

• East Mountain Pass 

^Neutral [84 Player] ^ ^ 



i i a i 


84 Player Only 



PflC 


• Supply Base 

'MS 

| ■ ■ 

P*' T * ~ F r T T ' A** 





PHC Comp Assets 


PRC Control 


64 Plauer 


Attach 

Any attack attempts on 
the PAC Camp should be 
made from the air. The 
overland journey is too 
long and dangerous. But 
remember, this is a base 
and it can’t be captured. 

So focus on destroying 
the commander assets 
or flying off with one of 
the PAC’s air units. Once 
on the ground, consider 
grabbing a vacant UAZ- 
8 to quickly move from 

one point of sabotage to the next. This is a large base, and 
moving around on foot is dangerous and time-consuming. After 
dishing out some damage, make your escape, preferably in an 
air vehicle. 


UHZ-8 

4 

BTR-4 

2 

Tune 32 

4 

Tune 4 

2 

BTR-20 

2 

Orbital Sfribes — 

2 

URVUnit 

1 

Radar Station — 

1 

Railoun 

2 

RR Turret 

2 


Air strikes are the biggest 
threat to this base, so stay 
near one of the two AA 
turrets positioned in the 
northwest and southeast 
corners. Watch out for EU 
base campers and vehicle 
thieves, too. Base campers 
may try to set up near one of 
the towers in the center, while 
thieves can usually be found 
loitering around one of the 
four landing pads, waiting for 
a Type 4 or BTR-20 to appear. 
Consider commandeering one 
of the UAZ-8s and patrolling 
the camp for troublemakers. 


When the EU and PAC clashed at Shuhia Taiba, both sides utilized more than twenty Titans between them. By the end of 
fighting a year later, only two remained. Continuous assaults rendered half of the capabilities useless by the first month. 
Years later, covered in metal carnage, Shuhia Taiba would be referred to as the “Titan Graveyard.” 


EU Military Base 


PRC Camp 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 







SHU HI A TAIRA 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


In this mode, the EU Military 
Base has many of the 
same assets and defensive 
features as it does in the 
64-player conquest mode. 
Only this time all air units 
f are spawned at the Titan — a 
* * i- * 1\ valuable distinction to make 

when spawning in for the 

first time. But the ground vehicles at the base shouldn’t be 
ignored, as they’re useful for rushing Silos 2 and 5. 


The EU team should focus on 
occupying the mountain and western 
half of the map. Players spawning 
on the Titan should board the air units and hit Silos 
1 and 3 as soon as the battle begins. Meanwhile, fan 
out on the ground from the EU Military Base, using the 
MK-15 Bandits to rush Silos 5 and 2. With a majority 
of the silos under EU control, immediately switch to 
defense. Expect heavy ground attacks at Silo 3 as the 
PAC units push north from Silo 4. If Silo 3 falls, double 
your defensive efforts at Silo 1 to maintain control of 
the mountain. Even when the enemy Titan’s shields are 
down, continue holding the three westernmost silos. If 
the enemy Titan is still in the eastern valley, assault it 
with air units. But if it has moved west, use the APCs at 
Silo 5 or 2 to stage a pod assault. 


SIMM 


Like the EU, the PAC needs to 
capture and hold at least three of 
the silos to gain an advantage. Go 
for Silos 1 and 2 at the start of the battle, using the air 
units to ferry troops west. Secure the Silos 3 and 4 with 
ground vehicles spawned at the PAC Camp. Consider 
moving the Titan north to help defend Silos 3 and 4 
while the bulk of the team’s manpower concentrates on 
reinforcing Silos 1 and 2. Assign at least one squad to 
assault the EU Titan as soon as its shields are down, 
rushing it from the air with the BTR-20 or from the 
ground with an APC. As usual, assaulting squad leaders 
should carry spawn beacons, deploying them on the 
EU Titan to maintain a presence onboard. Down on the 
ground, continue defending the PAC-held silos till the 
assault squad knocks out the EU Titan. 


/ \ Silo 1 is located at the 

' Central Base, on the 

mountain at the center 
jtWWf' t * le ma P- addition to 
^ 1) occupying the highest point 
on the map, this site also 
produces the only battle 
| walker. Both teams should 
* g jam — try to take this silo early, 

preferably from the air. If 

"issiis: . held by the enemy, approach 

from the west to steer clear 
j °f AA turret. As in the 
i ' ' X [ conquest mode, controlling 

the mountain helps limit 

enemy ground traffic using the nearby mountain pass roads 
to the east and west. 


EU MILITARY BASE & Ell TITAN 

Ell Mililflfii Base/Tifan Assets 

EU Control Unit Count 




MI-15 

URZ-8 

1 

HVM-2 

BTR-4 

2 

L-5 

T-39 

1 

Roiloun 

Roiloun 

2 

HR Turret 

RR Turret 

1 


III 

BASES & SILOS 














Silo 3 Assets 

PRC Control 


NH-15 

UAH 

2 

HVM-2 

BTR-4 

2 

B8 

Tuoe 32 

1 

Railoun 

Ralloun 

2 

BBTorrel 

flfi Turret 

1 


Silo 3 flanks the eastern side 
of the mountain, positioned 
at the East Mountain Pass. 
The site spawns assets 
identical to those at Silo 2, 
all useful for assaulting the 
mountain or defending the 
nearby pass. The PAC team 
should try to hold this Silo 
to reinforce its hold on the 
eastern valley. Enemy traffic 
moving down the nearby 
mountain roads is easy to 
intercept. 


_ • EUMililarii Base 


silo a 


Silo 2 Assets 

PAC Control 


• Silo 3 

• P1IC Camp 


• Silol 


E onto) 




1 Turret 


mi Turret 


Located at the West Mountain 
Pass, units at Silo 2 are well 
positioned to assault the 
mountain or halt enemy traffic 
descending it. If attacking the 
mountain, avoid the steep road 
to the east. Instead use an 
APC launch pad to land near 
Silo 1 for an infantry assault. 
The tank spawned here is 
great for shutting down enemy 
traffic descending the mountain 
roads to the east or assaulting 
the surrounding silos. 




isum ■, 

>"FV 


SILO 3 


S 


ELI Control 


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copying or downloading expressly prohibited. 


SILO 4 


EU Conlrol 


Silo 4 Assets 

PAC Conlrol 


MR-15 

UAH 

2 

HVM-2 

BTR-4 

2 

Rallouo 

Ralloun 

2 

RHTurrel 

RHTurrel 

1 


Located at the Supply Base, 
Silo 4 is well within the PAC 
team’s zone of control. 
Although the landing pads 
generate no vehicles, they 
can still be used to repair and 
rearm air units. If the PAC 
Titan hasn’t moved from its 
starting position near the PAC 
Camp, EU troops can use the 
APCs spawned at Silo 4 to 
launch themselves skyward for 
the final assault. To prevent 
this, the PAC team may want 
to park its Titan right over Silo 
4 and pound any attackers 
who get too close. 




ILO 5 


EU Conlrol 


Silo 5 Assets 

PAC Conlrol 


MR-15 

UAH 

2 

RVM-2 

BTR-4 

2 

Railoon 

Ralloun 

2 

RHTurrel 

RHTurrel 

1 




This silo at the Storage 
Area is within easy striking 
distance of the EU Military 
Base and Titan, practically 
making it off-limits for the 
PAC team. Like Silo 4, this 
site has a few landing pads, 
giving pilots another area 
to patch up their rides. But 
remember, the site must be 
neutral or friendly to receive 
repairs and ammo from a 
landing pad. The rooftop AA 
turret has a great view of 
the western sky. EU troops 
should use it to defend their 
Titan and base from aerial 
assaults. 










Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 

PAC CAMP & PAC TITAN 

PflC Camp/Tifan Ossets 



fcj 



• Silo 4 





PRC Control 


Unit Count 


SHIIHIA TAIBA 


H 


Tune 32 


Tupe 4 [TiTanl 


BTR-20 fTitanl 


tin Turret 


The PAC team begins with 
exactly the same assets 
as the EU, spread between 
this base and the Titan. At 
the start of the battle, the 
ground units should be used 
to capture Silo 4 and Silo 
3 while the air units at the 
Titan strike out at Silo 1 and 
beyond. Since the base can’t be captured, the PAC Team 
should move its Titan northeast, helping defend Silos 3 or 4. 


Commander: Encourage your squads to stay on 
defense at the mountain once a ticket drain is 
secured. Help their defensive efforts by dropping 
supplies and orbital strikes. The narrow mountain 
passes are particularly vulnerable to orbital strikes. 
In the 32- and 64-player maps, use frequent radar 
scans to watch for aerial flank attacks. 

Squad Leader: Bring along a spawn beacon whenever 
attacking the mountain control points. Try to drop 
it west of the Central Base/Silo 1 , where your 
squad’s incoming pods are less likely to be seen by 
defenders. Even if your team holds the mountain, 
plant a spawn beacon for insurance. Maintaining a 
presence on the mountain is the key to victory. 

Recon: On offense, use active camouflage to sneak around 
enemy positions and stage attacks on undefended control 
points or silos. Equip a sniper rifle and demo packs when 
defending, using flags or silos as bait. 

Assault: Obscure your squad’s movement with smoke 
grenades while advancing on heavily defended control 
points. Take the lead in such assaults while your 
squadmates provide covering fire. 

Engineer: Always choose this kit when serving as a driver 
or pilot so you can repair the numerous friendly vehicles. 
On foot, loiter around friendly control points or the 
mountain passes and defend with mines and rockets. 


Support: Equip EMP grenades and use your ammo pack 
to stay well stocked. Toss the EMP grenades at enemy 
vehicles to temporarily disable them, allowing your squad 
to take cover or finish off the threat. 


KEY CHOKE POINTS 


Nountain Passes 


Suppress traffic along Hie mountain passes bq 
pounding them mith a steady barrage of HPC 
mortar rounds. But goull need heavier firepomer 
to stop incoming tanhs and battle walkers. 


The narrow dirt roads on 
the western and eastern 
sides of the mountain are 
classic choke points, which 
both teams should strive 
to take advantage of. For 
the EU team this means 
capturing the Office and 
lining the eastern ridge with 
defenders firing down on 
the East Mountain Pass. 

The PAC team needs to 
hold the opposite side of 
the mountain, near the 
Freezers, while pounding the 
West Mountain Pass from 
above. Engineers, tanks, 
battle walkers, and Titan 
barrages are all effective at 
shutting down these passes. 

Add to the chaos by lobbing 
APC mortar rounds into these 

choke points. Squeeze the enemy team at these passes 
as long as possible to maximize the carnage. Ground units 
have a tough time bypassing these choke points, so it’s 
up to the air units (when available) to stage breakthrough 
attacks — make that point clear to your team’s pilots. 

LOGISTICAL CONSIDERATIONS 

~ * Vehicle combat dominates this 

battle, so it’s up to engineers 

repairs. All front-line combat 
vehicles like tanks and battle 
g * walkers should be driven by 

$ engineers, allowing them to 
jfl repair one another. This is 

essential during heated assaults 
along the congested mountain 
passes. The commander’s 
supply drops are more useful 
when defending static positions, 
especially at hot areas like 

the Office and Freezers. Always make note of the supply crate 
(on the mini-map) and don’t wander too far away from one. All 
infantry squads should be self-sufficient with at least one support 
and assault kit to provide first aid and ammo. Support troops 
should stay close to engineers or drop an ammo pack near their 
positions, providing them with a steady supply of rockets and 
mines. The engineers’ anti-vehicle capability is crucial during 
battle, so make sure their stocks never run dry. 


Increase pr vehicle's life span hi] stalling close 
[o another vehicle crewed bq an engineer. Ihis is 
the best wag to Beep gour vehicles repaired while 
on [he move or under fire. 





Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


^HUHIA TAIRA TESTER TIE** 

m m I I i Sk to m—t *53f to M—t fm to to w *53 f 


Central Base 

FEATURES: Large central control building, pipelines. 

ATTACK: Use air vehicles to attack and drop troops at this 
control point. Combine this with a land-based attack, and 
you should be able to capture it. 

DEFEND: Defending this relatively small control point can be 
tricky, especially if a vehicle gets up close to the flag. If 
you manage to neutralize vehicles before they reach this 
point, you should have an easier time defending this flag. 

Office 

FEATURES: Office building, cisterns, catwalks. 

ATTACK: This control point is fairly large, but the area around 
the flag is quite small and can be a challenge when you 
are in a vehicle. If you stay on the outside of the fence, 
you should be fine. You should also be able to function as a 
great support weapon for infantry or smaller vehicles. 

DEFEND: There are only two entrances to the actual flag. If you 
can control them, you should be able to keep vehicles out. 
Infantry should take advantage of rooftops and catwalks 
to attack vehicles from above. 

East Mountain Pass 

FEATURES: Military camp, communications tower. 

ATTACK: This small control point can be easy to capture if you 
have a skilled pilot on your team. The surrounding terrain 
gives tanks and soldiers an excellent opportunity to attack 
the base from long range. 

DEFEND: The tight, fenced-in layout of this control point 
makes it a bit easier to defend against vehicles. In the 64- 
player battle, the PAC should make good use of the battle 
walkers that spawn here. They can easily take out a tank 
at close range. 

Supply Bose 

FEATURES: Large open industrial base, warehouses, containers, 
and cisterns. 

ATTACK: The open nature of this control point makes it an ideal 
target for an air assault. 

DEFEND: To hold this control point, coordinate every possible 
resource. You will be in trouble if you have no access to 
vehicles. A tank, in combination with the static weapons, 
should be able to hold this control point for quite some time. 


Control of the Central Base is vital for both teams, so 
they can push forward on the other side of the mountain. 

A coordinated attack with both land and air vehicles is 
preferred on this large, open map. Holding the Central 
Base can become tricky, because you have to rely on 
reinforcements from your other control points. But this can 
be used to your advantage — if you manage to take control 
of one of the enemy’s rear control points, you can severely 
cripple its attack. 

In Titan mode, get your Titan to the center of the map 
to control several silos at once as well as to provide pilots 
with a repair and rearming platform. 


Storage Brea 

FEATURES: Large factory buildings and silos. 

ATTACK: This large facility is vulnerable to attack with a 
combination of land and air vehicles. Use your APCs and 
air transports to move troops into the central area of the 
control point, where there is more cover for infantry. You 
can also use the surrounding landscape to surround the 
control point with infantry to provide cover fire. 

DEFEND: There are several entry points to this control point 
but few static weapons. You can cover most of these 
points with these weapons, but back them up with tanks 
and infantry. 

est Mountain Puss 

: Military encampment, destroyed vehicles, and 
craters. 

ATTACK: This base is located on a slight incline and the terrain 
should offer protection for attacking troops. 

DEFEND: There are several different entrance points, so it may 
be hard to defend against vehicles. Mines and the static 
weapon should help to some extent. Soldiers should use 
buildings and rooftops to attack. 


Freezers 

FEATURES: Huge industrial area, freezers, catwalks. 

ATTACK: Land vehicles can cover large parts of this control 
point with their long-distance weapons, but there is also 
a big risk of getting ambushed here. Catwalk systems, 
rooftops, and various other features make life harder for 
vehicles. 

DEFEND: There are several ways to move around this control 
point. Use them to get the upper hand on vehicles 
attacking the base. 



In January 2143, the PAC tried to appropriate another key resource target in Egypt, the Sidi Power Plant. The recently 
constructed facility provided more than 40% of the EU population’s energy. With each coalition depleted of manpower and 
equipment, the battle began primarily as a ground war. The EU’s 3rd and 4th Infantry Divisions established three lines 
of defense, fighting off wave after wave of incursions by PAC Special Forces. In March, armored and airborne divisions 
arrived for both sides. Within weeks, the fight intensified to become one of the largest and most fervent of the entire war. 


SIDI POWER PLANT 


SIDI POWER PLANT 


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copying or downloading expressly prohibited. 






In this head-on battle, the EU team 
must secure at least two of the three 
neutral control points to bleed the 
PAC ticket count. The first priority is the Offices to the 
west. Rush it with one of the MK-1 5 Bandits to gain an 
L-5 Riesig battle walker. Meanwhile, hit the Warehouses 
with the second MK-1 5 and the A8 Tiger, denying the 
PAC access to its battle walker. Defend the Offices and 
Warehouses while sending the L-5 in to assault the 
Reactor Core. If you manage to capture all three control 
points, reinforce the Offices and Warehouses to prepare 
for a steady stream of attacks originating from the 
Military Outpost. Use the UD-6 Talon to provide close air 
support as PAC units attack from the south. 


Pomer Generator 


Military Outpost 


l A\ 


Although the PAC needs only two of 
the neutral control points to secure a 
drain on the EU ticket count, it’s best 
to capture all three. Start by rushing the Warehouses 
with a UAZ-8 to spawn the T-39 Bogatyr battle walker. 
Simultaneously attack the Offices with the extra UAZ- 
8 and Type 32 IMekomata hover tank. Follow up by 
assaulting the Reactor Core with the T-39. Lock down 
the Offices with the T-39 and the Type 32 while pounding 
the EU team at the Power Generator with the Type 4 
Doragon and frequent orbital strikes. Keep watch over 
the Warehouses too, or risk losing the battle walker. 

Use demo packs, sentry guns, or anti-personnel mines to 
secure the flag at the Reactor Core, allowing for more 
defensive manpower at the Warehouses and Offices. 








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copying or downloading expressly prohibited. 


gain the upper hand on this map, 
the EU team must capture at least 
three of the neutral control points. 
Begin by rushing the Offices and Warehouses with the 
two MK-1 5 Bandits and the air transport. Capturing the 
Offices supplies the team with an L-5 Riesig; capturing 
the Warehouses denies the PAC team its battle walker. 
Use the slower units at the Main Gate to capture the 
Power Generator, while the newly acquired L-5 assaults 
the Reactor Core. Maintain a solid east/west line across 
the center of the map by defending the Offices, Reactor 
Core, and Warehouses. Reinforce the Warehouses with 
the L-5, as this position is likely to face the brunt of the 
PAC assault. While ground units hold firm, harass the 
PAC units to the south with the UD-6 Talon. Hold steady 
at the map’s center till you have at least a 1 00-ticket 
advantage before advancing south. 


'M 


The PAC team should also strive 
to capture the central control 
points in an effort to form a solid 
defensive line. Rush the Warehouses and Offices with 
UAZ-8 Ocelots and BTR-20s to secure the two battle 
walker spawn points. At the same time, secure the 
Military Outpost with the other ground vehicles from the 
Mountain Pass. Form the east/west line by capturing 
the Reactor Core with the T-39 Bogatyr battle walker 
or with troops dropped in by the BTR-20. Keep moving 
vehicles from the Military Outpost and Mountain Pass 
to the front lines — the Type 32 IMekomatas are helpful 
in holding the Warehouses and Offices. Since there’s 
no quick way to end this battle, stay on defense while 
the EU ticket count dwindles. Speed things along by 
targeting EU attackers near the Power Generator with 
orbital strikes. 


Nain Gate 


Mountain Pass 










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copying or downloading expressly prohibited. 


Mountain Pass 




Out of the seven neutral control 
points, the EU must capture at least 
four to initiate a drain on the PAC 
team’s tickets. While any combination works, focus 
on securing the control points that provide the most 
valuable vehicles. Rush the Harbor with one MK-1 5 
Bandit while an air transport drops troops at the 
Communications control point — both provide the team 
with an L-5 Riesig battle walker. Use the remaining MK- 
1 5s to capture the Offices and Power Generator while 
the second air transport drops a squad at the Reactor 
Core. Reinforce these critical control points before 
attempting to take any others. Keep the L-5 battle 
walkers spawned at the Harbor and Communications on 
defense to better secure the flanks. Meanwhile, repel 
attacks in the center with the UD-6 Talon and A8 Tigers 
positioned at the Offices, Power Generator, and Reactor 
Core. Hold out at these positions till a significant ticket 
advantage is established before attempting to capture 
the other PAC-held control points. 


m\ 


Like the EU, the PAC team should 
also focus on securing the most 
asset-rich control points. As soon 
as the battle starts, send a full BTR-20 to the Harbor 
while a UAZ-8 rushes Communications. These outer 
control points each spawn a T-39 Bogatyr battle walker. 
Use the second BTR-20 and more UAZ-8s to capture 
the Warehouses and Reactor Core. The Type 32s and 
BTR-4s spawned at the Mountain Pass should capture 
the Military Base on their way to reinforce the central 
positions. Lock down these control points with mines, 
anti-aircraft fire, and the Type 32 IMekomata hover tanks. 
If necessary, counterattack using the T-39 Bogatyrs from 
the Warehouses, Harbor, or Communications control 
points. Support the defensive effort with the Type 4 
Doragons and BTR-20s, always using the Mountain Pass 
landing pads to rearm and repair. Keep up the pressure 
on EU positions with frequent orbital strikes and APC 
mortar barrages. As long as the EU ticket drain is in 
effect, stay on defense. 















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copying or downloading expressly prohibited. 


&f AIN GATE 


32 and 64 Player 
Ell 


• Offices 

• Poiuer Generator 

• Harbor 


Main Gate Assets 


EU Control 


64 Player 


MH-1S 

2 

3 

flVM-2 

2 

2 

H8 

2 

2 

HD-12 

1 

2 

Orbital Strihe — 

2 

2 

UHV Unit — 1 1 

Radar Station — 1 1 

Railnun — 1 1 

AA Turret — 1 1 


Located on the 
northern edge of the 
map, the Main Gate 
serves as the EU 
base in the 32- and 
64-player battles. The 
three roads branching 
out of the base to the 
south give them easy 
access to adjacent 
control points like 
the Harbor, Power 
Generator, and Offices 
But these roads 
allow PAC attackers 

them to the front lines. 

sit around only encourages 
|theft by PAC raiders — who KW I 

gladly put them to use. 

When attempting to ^ ■ -C 

the dirt roads on the eastern 

■ p': .TV 

or western flanks, preferably 
in an FAV. These roads run 
along the map’s perimeter, 

allowing you to avoid the heavy action in the center. Or 
better yet, hitch a ride in an air transport and drop in from 
above. Most of the EU commander’s assets are located on 
the southern side of the facility, making them easy targets 
for sabotage. But the radar station is positioned outside, 
on a hill to the south. These hills to the south are also 
useful if you’re looking to camp the base from a distance. 

If the EU team has nowhere else to spawn, consider laying 
siege to the Main Gate from these elevated positions. 


Although this base can’t be captured, it’s still a good idea 
to watch over the vehicle spawns and commander assets. 
The AA turret positioned between the two landing pads has 
an awesome view of the surrounding air space. Although 
it lacks the armor-piercing punch of the railgun near the 
southern entry point, the AA turret’s field of view and rapid 
fire make it capable of engaging numerous targets. Use it 
to knock down air threats approaching from any direction 
or mow down enemy infantry attempting to sabotage the 
commander’s assets to the south. Always stay near this 
turret when tasked with defending the base. 

POWER GENERATOR 


EU [1G Player/ 


Neulrel 132 and G4 Player 


[IfiMIlTO 


• Nam Gate 


Offices 


Poiuer Generator Assets 


MH-15 

URZ-B 2 

2-1 1 

flVM-2 

BTR-4 1 

1 

A8 

1 

1 1 

Railoun 

Railoun 2 

2 2 

HA Turret 

HA Turret 1 

1 1 


*EU Control Only 


The Power 
Generator appears 
in all the battles 
and serves as 
the EU base in 
the 16-player 
version. It favors 
the EU team in 
the 32- and 64- 
player battles 
too, spawning an 
A8 Tiger tank. l\lo tanks are 
spawned here for the PAC 
team. The additional tank 
spawn point and the site’s 
close proximity to other 
control points is reason 
enough for EU troops to hold 
tight here. 

Attack 

This control point sits in 
a low depression at the 
northern bend in the river. 

Always try to approach from 
the north or west, where 
you can attack from the high 
ground. Even if no enemies 
are spotted, take a few 
seconds to scan the area around the flag for booby traps 
before rushing in. There are no good hiding spots within the 
flag’s capture radius, so take cover along the nearby crates 
and concrete obstacles if you’re on foot. 








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copying or downloading expressly prohibited. 


Defend 


Four roads converge on the Power Generator, making 
it difficult to predict the direction of incoming attacks. 

In addition to the roads, the control point can also be 
assaulted by infantry rushing across the pipes to the 
south — such attacks are likely if the enemy holds the 
Reactor Core. Unless you have the manpower, forget 
covering each possible entry point. Instead, booby-trap the 
flag’s capture radius with mines and demo packs, then 
retreat to the northeastern hill to defend from a distance. 
The concrete bunker on the hill is a good overlook position, 
with a good view of all the nearby roads. But the nearby 
tree blocks its view of the flag. 

HARBOR 



In the 64-player 
battle, the Harbor 
control point is 
located along 
the river to the 
northeast and is 
somewhat isolated 
from the chaotic 
fighting in the 
map’s center. But both 
teams should make an effort 
to capture and hold this 
control point as it spawns 
a valuable battle walker. 
Gaining a battle walker here 
makes it easier to assault or 
reinforce the nearby Power 
Generator and Warehouses. 



• Pomer Generator 
fV ,Harehouses 


Harbor Assets 

Ell Control PRC Control IE Plauer 32 Plauer G4 Plauer 

MI-15 

URZ-8 — — 1 

L-S 

T-39 — — 1 

Ralloun Raileun — — 2 

RR Turret RR Turret — — 1 


Rtrach 

When attacking in a vehicle, 
advance through the eastern 
entry point in an attempt to 
catch defenders off guard. 

This side of the Harbor 
can be accessed via the 
dirt road flanking the hill 
to the southeast as well 
as the road fording the river to the northwest. Moving in 
on foot can be effective too, but only attempt this from 
the north by climbing the ladders on the dock. If available, 
commandeer the vacant battle walker near the crane and 
use it to clear out defenders before converting the flag. 

The flag can be converted or contested from the southern 
rooftop, so watch for defenders camping the flag radius. 

Defend 

When it’s not needed elsewhere, use the battle walker to 
lock down this control point. Otherwise, man the defensive 
weapons and cover the narrow entry points to keep 
attackers out. The eastern and western roads are the most 
likely avenues of attack and are best defended with the 
two railguns or mines. In addition to shooting down enemy 
aircraft, the AA turret on the northern dock can also 
cover the northwest approach, blasting enemies advancing 
from the Power Generator. If defending alone, consider 
booby-trapping the flag and watching it from the crane or 
surrounding hills. 




Like the Power OffjCeS flSSetS 

r^griQpgt-Qp t-Hg 

offices benefit the Ell Control PRC Control 16 Plauer 32 Plauer E4 Player 

EU team more than LJi_ 
it does the PAC RailQUn 
team. When held by j 
the EU, this control 
point spawns an 
L-5 Riesig — PAC captors 
only receive a UAZ-8 Ocelot. 

But that doesn’t mean the 
PAC shouldn’t go for this 
control point. Denying the 
EU another battle walker can 
make a big difference in the 
final outcome. 








Attack 

Advance on the Offices 
from the northwestern or 
southwestern dirt roads to 
avoid the fighting along the 
river. On the way in, watch 
for defenders hiding among 
the structures. If you’re 
expecting heavy resistance, 
request UAV support from your commander and use the 
intel to quickly hunt down the defenders. Request an orbital 
strike if necessary. The flag’s capture radius is relatively 
large, so don’t worry about clustering too tightly around its 
base. The flag can also be converted from the top of the 
adjacent platform to the north. 


Keep an eye on the mini-map and study the status of 
the surrounding control points to predict the most likely 
avenues of attack. If the enemy holds the Reactor Core, 
pack the eastern bridge with explosives and automatic fire. 
Attacks from the north and south are best stopped at the 
flag, as the other entry points are too numerous to defend 
individually. Sprinkle the outer boundaries of the flag’s 
capture radius with mines or demo packs to stop vehicle 
captures. Consider dropping an anti-personnel mine on the 
northern platform’s staircase too. The AA turret has a 
good view of the flag and can be used to knock out enemy 
aircraft, infantry, and FAVs. However, its view to the east 
is obscured by the nearby structures, so be prepared for 
point-blank aerial assaults from this direction. 


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copying or downloading expressly prohibited. 


Attack 

Steer clear of the bridges 
on the eastern and western 
sides of the Reactor 
Core — they’re often booby- 
trapped with explosives. 

Instead, opt for the shallow 
river fords to the northeast 
and southwest. The flag is 
positioned at the center of the circular reactor and cannot 
be captured by most ground vehicles. However, battle 
walkers can maneuver inside the capture radius, though 
the cramped conditions leave them vulnerable to infantry 
ambushes. You’re better off moving in on foot. But before 
rushing in, toss in some EMP grenades to temporarily 
stun defenders and disable sentry guns. In the 32- and 64- 
player maps, try assaulting the flag with an air transport, 
dropping a squad right into the capture radius. 



Defend 


REACTOR CORE 


If available, import a battle walker from one of the 
surrounding control points to hold down this control 
point. Not only can it defeat most attacks, but it can also 
contest or retake the flag if it’s captured. If no outside 
vehicle support is available, reinforce the area around 
the flag first. A couple of inward-facing sentry guns 
positioned around the core’s perimeter is a good hands-off 
solution. Demo packs are even more effective, but require 
supervision to detonate them at the right time. Next, 
defend the outer perimeter, mostly by loading the two 
bridges with mines or demo packs. The narrow dirt road 
entry points to the north and south should be covered too. 


J— _ ■■ 1 t • ■ _ ^ 

i 

I rii 

k* m f 

1 Neutral 

• Offices 

EC _j3 

— . •Warehouses -- 



In the 32- and G4-plager battles, don't land at the Reactor Core's landing pad for repairs. 
The area Is far too dangerous. Instead, use one of the landing pads at poor base, inhere 
gou re less lihelg to get blasted. 


Reactor Core Rssets 


In all battles, the 
Reactor Core is the 

only spot on the EUContfo! PRC Control IE Plauer 32 Planer 64 Planer 

map that produces UH TUDB 4 

an gunship. This Railoon RjM 

and its central 
location often make it the 
most contested control point 
on the map. But sometimes 
holding this central island 
is more trouble than it’s 
worth, especially if your 
team doesn’t hold the nearby 
Warehouses and Offices. 











WAREHOUSES 


The Warehouses 
are similar to the 
Offices on the 


Warehouses Assets 

Ell Control PRC Control IE Plauer 3S Plauer 64 Plauer 


H-1S 


00 Turret 


opposite river bank. I 
But this control RoilQUIl 
point benefits the ^ 

PAC team most, 
spawning a T-39 
Bogatyr battle walker. If the 
EU captures this position, 
they only get a MK-15 
Bandit. Regardless of its 
assets, this is a critical 
central control point with 
roads leading to the Power 
Generator, Harbor, Reactor 
Core, and Military Outpost. 

Attack 

Steer clear of the activity 
along the river by hitting 
this control point from 
the northeastern or 
southeastern dirt roads. If 
it’s lightly defended, rush 
in with an FAV and park next to the flag to capture it. 

But if you suspect booby traps around the flag, consider 
dismounting and moving in cautiously on foot, using the 
buildings for cover. It’s a good idea to plant a spawn 
beacon somewhere in the facility in case your initial assault 
fails. Advance on the flag and hide among the crates and 
containers while converting it. 


Unless you are backed up by tanks and battle walkers, 
it’s impossible to completely shut down access to this 
large facility. There are simply too many points of entry 
to cover. Instead, load the capture radius with mines 
and demo packs, then back off and cover from one of 
the two accessible warehouse rooftops to the east or 
west. Both offer excellent views of the flag, ideal for 
snipers and rocket-toting engineers. Don’t forget the 
site’s defensive assets. The railgun to the north can cover 
the northwestern dirt road as well as the Reactor Core 
bridge to the west. Although its view to the west is totally 
obstructed, the AA turret has a good line of sight on the 
flag and surrounding air space. 


Attack 

This control point is a good 
candidate for an airborne 


assault, especially for the EU 
team. Load an air transport 
and fly in along the river, 
exploiting the AA turret’s 
eastern blind spot. If the AA 
turret is manned, always 
land troops on the eastern 
slope of the hill. Then move in 
on foot, using the com tower 
and container on the eastern 
side of the hill for cover while advancing on the flag. Gather 
around the flag or on the nearby structure to convert it. 

If attacking in a vehicle, watch for mines placed along the 
narrow dirt roads. When possible, use the less-traveled 
southern road to access the hilltop. 

Defend 

Use the hill’s height advantage to spot and engage 
incoming attacks at a distance. Engineers and recon troops 
posted along the eastern side of the hill can blast incoming 
enemies near the Military Outpost and Offices. But defend 
against rush attacks, too, by mining the northern and 
southern dirt roads or manning the two railguns — the 
northern railgun has a clear shot into the Offices. Although 
the AA turret’s view to the east is obscured, it can cover 
the air space over the flag and pummel any vehicles or 
infantry gathered around its base. 


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copying or downloading expressly prohibited. 


In terms of assets 
provided, the 

Communications EU COfllTOl 
control point is the HH~1S 


mirror image of the 
Harbor, spawning jjjjjjj m 


HB Turret 


an FAV and battle 
walker for both 
teams. Its proximity 
to the Mountain Pass base 
allows the PAC to exert 
control over this facility for 
most of the battle. 


Communicorions Assets 
PUC Control IE Plauer 32 Plauer 

uflz-8 — — 

H9 — — 

Railoun — — 

RR Turret — — 


64 Plauer 

_j 

_J 

2 

1 


| hii 


• Power Generator 


• Reactor Core 

• Military Outpost 


S1P1 POWER PLANT 


COMMUNICATIONS 


• Offices 

• Military Outpost 


§»». 64 Player Only 
Neutrr 










Defend 

Like the Communications control point, the Military Outpost 
sits on a slight hill with a great view of the surrounding area. 
For an even better view, take up positions in the bunker 
to the west and engage incoming attackers with sniper or 
rocket fire. Consider mining the roads too, including the 
western dirt road. The northern railgun has a great view of 
the Warehouses, capable of knocking out incoming vehicles 
at long range. But the AA turret has the best view of the flag 
and airspace above. Use it to kill (or disable) enemy infantry, 
air units, or FAVs clustered around the flag. 


When filling, slag along fhe river fo avoid anfi-aircraff fire. The BR forref af The Poirier 
Generators is fhe onlg one fhaf poses a fhreaf along this central corridor. 


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copying or downloading expressly prohibited. 


MOUNTAIN PASS 





32 and 64 Plager 



PHC 


• Militarg Outpost 


EW™ 




PRC Control 


Situated on the 
southern edge 
of the map, the 
Mountain Pass is 
the PAC base in the 
32- and 64-player 
battles, spawning 
the bulk of PAC 
vehicles. All roads 
leading out of the 
Mountain Pass head 
north, providing 
quick access to the 
Military Outpost 
and beyond. It’s 
important that the PAC team 
continually ferry the vehicles 
spawning here to the front-line 
positions, especially the Type 
32 Nekomata hover tanks. 


Mountain Pass Assets 


URZ-8 

2 

3 

BTR-4 

2 

2 

Tune 21 

2 

2 

BTR-20 

1 

2 

Orbital Strihe — 

2 

2 

UflV Unit — 1 1 

Radar Station — 1 1 

Railnun — 1 1 

flfl Turret — 1 1 


The Military 
Outpost is like 
the PAC’s version 
of the Power 
Generators. In 
addition to serving 
as the PAC base 
in the 1 6-player 
mode, it also 
spawns a Type 32 
IMekomata hover 
tank in the larger 
battles. No tanks 
are spawned here 
for the EU team. 

The PAC team is likely to 
hold this control point for 
most of the battle anyway, 
as it sits on its base’s 
southern flank. 


Militarij Outpost Assefs 


MR-16 

URZ-8 2 

1TEN12 T 

RVM-2 

BTR-4 1 

1 

— 

Tune 21 T 

1 1 

— 

Orbital Strihe 2 



— 

URV Unit T 



— 

Radar Station T 



Railnun 

Railnun 2 

2 2 

nn Turret 

BR Turret T 

1 1 


*PRC Control Only 


Attach 


When attacking in a vehicle, 
infiltrate the Military 
Outpost via the western 
dirt road, climbing the 

hill near the bunker, 
the top of the hill, fan 
if necessary and take 
cover among the various 
structures. Target any 
gunners in the nearby AA 
turret and railguns before 
advancing on the flag. The eastern approach is best 
reserved for infantry attacks. File in through the breach in 
the wall and assault the flag at point-blank range. Use the 
crates surrounding the flag as cover during the conversion 
process. If attacking from the air, always stay to the west 
of the bunker to avoid the AA turret. 


MILITARY OUTPOST 


mi 

f PHC [1G Plagsr]/ 
Neutral [32 and 64 Plager] 


w u 

• Warehouses 


• Communications 


__ • Mountain Pass 







$1D1 POWER PLANT 


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copying or downloading expressly prohibited. 


Limit your attacks on the f 

Mountain pass to quick ■ 

airborne raids, targeting the 

PAC commander’s assets. | 

Fly in along the river and '' ' 

unload on the western flank 
of the facility to avoid getting 
shot down by the AA turret. 

Enter through the hole in the fence and quickly drop demo 
packs on the orbital strikes and UAV unit inside the facility. 
Don’t forget the radar station on the hill to the north. 
Retreat using the same air unit, or steal a vacant PAC 
vehicle to make your escape. 


Don’t expend too much manpower on defending the base, 
but still consider leaving at least one defender back to 
watch over the vehicles and commander assets. Both the 
railgun and AA turret have an excellent view of the main 
road to the north as well as the base’s interior. Since air 
and FAV attacks are the most common, stick with the AA 
turret, as it is capable of quickly defeating both. However, it 
can’t cover the gully to the west, so watch out for infantry 
sneaking into the base from this direction. 


At first, PAC utilized its depleted Titan fleet conservatively in its attack on the Sidi Power Station. Similarly, the EU 
relegated its armada to primarily non-battle zone transportation duties. Soon, however, the ground war intensified. More 
air support and delivery was required. Within a month, the skies were again filled with Titans. 


TITAN MOOE 




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copying or downloading expressly prohibited. 





The EU team must act fast to capture 
the silos on the northern half of the 
map. Players spawning on the Titan 
should use the air units to go after Silos 2, 4, and 5 in 
the center — securing Silos 4 and 5 provides the team 
with a couple of L-5 Riesigs. Meanwhile, teammates 
on the ground should capture Silo 1, using one of the 
MK-1 5s spawned at the Main Gate. It’s also important 
to move the A8 Tiger tanks to the central silos for 
defense, as the L-5 Riesigs won’t last long against the 
PAC’s incoming Type 32 Nekomata hover tanks. The 
commander should consider moving the Titan south, too. 
Its massive turrets are useful for defending the central 
silos. With four silos under EU control, it’s only a matter 
of minutes before the enemy Titan’s shield goes down. 
Pull at least one squad off defense and assign it to 
assault the PAC Titan. The rest of the team should stay 
on defense, holding as many of the silos as possible to 
preserve the EU Titan’s shields. 


Like the EU, the PAC team should 
attempt to dominate the center of 
the map. Use the air units on the 
Titan to rush Silos 2, 4, and 5 as soon as the battle 
begins. The PAC commander should get the Titan on the 
move, too, flying it toward Silo 2. On the ground, use 
the UAZ-8s to rush Silo 3 while the Type 32 Nekomatas 
reinforce Silos 4 and 5. If Silos 4 and 5 are under PAC 
control, use the two T-39 Bogatyrs to lock down the 
map’s center, assaulting Silo 2 if necessary. Once the 
Titan arrives, it can help pound enemy units around the 
central silos as well as challenge air threats with its anti- 
aircraft turrets. Hold the four southernmost silos till the 
EU Titan loses its shield. At that time, get a squad or 
two on the EU Titan for the final takedown. But don’t let 
up on defense on the ground. Instead, use the ground 
fight as a diversion to draw EU defenders away from 
their Titan. 


MAIN GATE & EU TITAN 

Main Gate/Titan Assets 


S22H 


•Silol 


-yi • Silo S 

1 



EU Control 

Unit Count 

MU-1S 

2 

nvM-e 

2 


are spawned by the 
They’re particularly 
spawned at Silos 4 
are available for EU 




• Main Cafe 




As in the conquest battles, 
the EU starts in the north 
at the Main Gate base, with 
its Titan floating nearby. 
While the FAVs and air units 
supplied here are great for 
rushing silos, it’s the A8 
Tiger tanks that allow you to 
hold them. IMo other tanks 
silos, so keep these two in the battle, 
useful at blasting the battle walkers 
and 5. The Main Gate’s landing pads 
pilots in need of repairs and ammo. 

SILO 1 

Silo 1 Assets 

EU Control PAC Control 


MH-1S 

UHZ-S 

1 

HVM-2 

BTR-4 

1 

Rail 

Rail 

2 

DU Turret 

nn Turret 

1 


Silo 1 is located at the 
Harbor, to the northeast. EU 
troops have the best chance 
of capturing this site early by 
rushing it from their nearby 
base or Titan. However, 
the PAC team should try 
to capture this site too, as 
its AA turret is great for 
engaging air traffic around 
the EU Titan. The silo also 
produces the closest APC 
to the EU Titan’s starting 
position, ideal for the final 
assault. 









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copying or downloading expressly prohibited. 


•Silo 4 
• SiloS 


silo a 


EU Control 


Silo 2 Assets 

PHC Control 


SiPi POWER PLANT 


Railoun 

Railoun 

2 

RR Turret 

RR Turret 

2 


BPCs ore spawned only at Silos 1 and 3. Chech these sites when loohing for a pod ride 
onto the enemy Titan. 


SILO 4 









If you can't get into Silo 2 on foot, try using an UPC pod launcher. Drive the HPC within 300 meters 
of the site and properly aim your pod before launching. Once in the air. guide the pod toward the 
center of the Reactor Core, landing it right next to the silo. R squad can launch into and convert 
Silo 2 before enemy troops even realize it's no longer under their control. 


SILO 3 

Silo 3 Assets 

EU Control PHC Control Unit Count 


■iiiiHHtjiiiiniimfM 


Positioned at the center 
of the Reactor Core, Silo 
2 must be captured by 
infantry. Even the battle 
walkers can’t get close 
enough to convert this silo. 
The railguns and AA turrets 
positioned on the island’s 
corners give this site some 
serious defensive teeth. 

The AA turrets in particular 
are extremely valuable, 
allowing defenders to control 
air traffic along the river 
corridor. Friendly pilots can 
repair and rearm at the 
site’s landing pad, but it isn’t 
recommended — it’s simply 
too dangerous to land in this high-traffic area. 


unz-8 i 

BTH-4 1 

Rnilnun 3 

RR Turret 1 


Occupying the same hill as the 
Communications control point 
in the conquest battles, Silo 
3 is the southernmost site, 
making it easy for the PAC 
team to capture at the onset. 
It produces the exact same 
assets as Silo 1 at the Harbor, 
including an AA turret with 
a good view of the air space 
around the PAC Titan. The hill 
itself provides an awesome 
view of Silos 2 and 5, making 
it an ideal sniping position 
for long-range specialists like 
recon troops and engineers. 


WH5 

nvM-a 

Railoun 
RR Turret 


• SOul 

• Silo s 
Mountain Pass 


Silo 4 Assets 

EU Control PRC Control Unit Count 


kS T-33 1 

^ Railoun Railoun 1 

RR Turret RR Turret 1 

Positioned on the western 
side of the Offices, Silo 5 
produces another battle 
walker, making it a valuable 
site for both teams. Its AA 
turret has a decent view of 
the eastern skies, capable 
of downing enemy air units 
flying over the river and 
Silo 2. The railgun’s view 
is less impressive, but can 
still pound enemy vehicles 
gathered around the silo. 
But ground threats are best 
defeated with the site’s 
battle walker. 


• Main Gate 

• Silo 2 

• Silo 3 


T-33 1 

Railoun 1 

RR Turret 1 


Silo 4 is located on the 
eastern edge of the 
Warehouses, and provides its 
captor with a battle walker. 
Both teams should try to 
hit this site early, preferably 
with an airborne assault. In 
addition to a battle walker, 
captors gain an AA turret 
with a commanding view of 
the surrounding air space — no 
other AA turret on the map 
has this kind of coverage. The 
railgun has a great angle on 
the eastern bridge, capable 
of blasting any vehicles 
advancing from Silo 2. 


SILOS 


EU Control 


Silo 5 Assets 

PRC Control 


Ljj 

Railoun 
RR Turret 








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copying or downloading expressly prohibited. 


Engineer: Pound enemy tanks and battle walkers at a 
distance from rooftops at the Warehouses or the hills to 
the south. On defense, surround flags/silos with mines to 
prevent vehicle rushes. When possible, grab an FAV or APC 
and repair friendly vehicles while on the move. 

Support: Defend the flag/silo at the Reactor Core with 
an inward-facing sentry gun. Bring along some EMP 
grenades to disable the numerous tanks and battle 
walkers prowling the map. Keep your squad’s engineer(s) 
stocked on rockets and mines, especially when defending. 


mountain pass 

Mountain Pass/Tifan Assets 

■ PAC Control Unit Count 


mm 


• Silo 3 

• Silo 4 


Type 4 [Tim 


BTR-SO Niton! 


Orbital Strike 


Mat Station 


KEY CHOKE POINTS 


Reactor Core Bridges 

With most of the roads 
running north and south 
along the river banks, 
the bridges flanking the 
Reactor Core stand out as 
the map’s major east/west 
crossing. These two bridges 
span the river connecting 
the Reactor Core to the 
If available, drop EMP mines on tbe bridges to Offices on the west and 
disable vehicles, then hit them nil rochets and the Warehouses to the 
anil Other explosive monitions. east. Although there are 
many shallow spots in the 

river where vehicles can cross, these bridges are still high- 
traffic areas because of the surrounding control points 
and silos. Defenders can limit traffic here by using mines, 
demo packs, and the Titan turrets, or simply by covering 
a bridge from a distance with rockets and automatic fire. 

To avoid this congested area, use the shallow areas in the 
river directly north and south of the Reactor Core. Battle 
walkers can cross the deeper areas without taking damage. 

LOGISTICAL CONSIDERATIONS 

Winning these battles of 
attrition often comes down 
to holding territory as long 
as possible. Engineers play 
a large role in defending the 
central control points and 
silos here, but they’ll need 
a steady supply of ammo 
provided by support troops 
or supply crates to keep Keep [he high-traffic Offices and Warehouses control 

their rocket launchers firing, points me! stocked on ammo and first-aid packs. 

Engineers should also pilot 

the tanks and battle walkers, so they can repair each when 
on offense or defense. Commander supply crates are most 
helpful on defense, particularly around the heavily contested 
Offices and Warehouses. Remember, air units can repair 
and rearm themselves at landing pads. The landing pads at 
the Main Gate and Mountain Pass are distant enough to 
allow air units to repair without taking heavy fire. 


Commander: Direct your squads to attack and hold 
the Offices and Warehouses, which produce battle 
walkers. Focus orbital strikes around the congested 
areas in the map’s center, like the Reactor Core 
bridges. In conquest mode, stay near your base and 
use the AA turret to fend off air attacks. 

Squad Leader: Consider deploying a spawn 
beacon either west of the Offices or east of the 
Warehouses to maintain a presence in the map’s 
center. As usual, make sure your squad has a fresh 
set of orders, especially when it’s time to defend. 

Recon: Snipe enemies near the map’s center from the 
southern hills by the Communications and Military 
Outpost control points. Also, use demo packs to 
reinforce the contentious central flags/silos, such as the 
Reactor Core. 

Assault: Equip this kit when conducting infantry assaults 
around the central control points or on the enemy 
Titan. A first-aid kit and defibrillator are a huge help 
when attacking these carnage-heavy areas. Use smoke 
grenades to help obscure movement around the open 
spaces of the Offices and Warehouses. 


Railnun 
Ufl Turret 


The PAC team and Titan 
enter the battle along the 
southern edge of the map 
at the Mountain Pass 
base. This is the only spot 
that spawns the Type 32 
IMekomata hover tanks. PAC 
troops should move these 
tanks near the central silos 
to help assault and defend — they’re great at knocking out 
enemy battle walkers. Instead of landing at Silo 2, PAC 
pilots should always use the landing pads here or the 
Titan’s hangar to repair and rearm. 






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copying or downloading expressly prohibited. 

SIDl POWER 


CONQUEST /TITAN STRATEGY 



Reactor Core 

FEATURES: An island with a large reactor core in the middle. 


To win this battle, a team must take control of the Reactor 
Core island in the middle of the map. This control point 
works as a bottleneck for the enemy forces, and at the 
same time it spawns the only gunship on the map. Once 
either team controls the island, that team can block off the 
attackers. If pressed, make sure to use the dry riverbed to 
launch attacks on the enemy’s flanks. 



Power Generator 

FEATURES: An electrical generator set in the dry riverbed. 

ATTACK: The PAC should use the dry riverbed as a route to 
this control point, which provides a much better chance of 
getting heavy vehicles through without being noticed. An 
FAV sneak attack using the riverbed also will do nicely. 

DEFEND: Make use of the static weapons here. Also put mines 
in the slopes leading down to the control point. Defenders 
should be aware of the route across the riverbed, which 
allows attackers to get into this point from behind. 
Infantry should use the generator housing to get to higher 
ground and defend from up there. 


ATTACK: Heavy vehicles have a hard time getting across the 
bridges to the island. Instead, use the dry riverbed to 
cross the river and come up on the sides of the island. 
Infantry can move along the riverbed or use the containers 
and crates on the bridge for cover. Snipers positioned high, 
either in the Warehouse area or in the Offices area, help 
take care of enemy defenders. 

DEFEND: Mine all access routes to the island and use the 
gunship to attack invaders. 

Offices 

FEATURES: Office buildings and barracks for workers situated 
along a dry canal. 

ATTACK: The control point is pretty open and flat. Use heavy 
vehicles to establish control of the area while infantry 
sweep the area for enemy soldiers. 

DEFEND: Use mines to close off access via the bridge. If PAC 
controls the flag, focus defenses toward the northern 
entrances. Mine these, because EU reinforcements come 
this way. 

CommunicoMons 

FEATURES: On a small hill, a large communications mast has 
been erected, surrounded by barracks. 


Harbor 

FEATURES: A large crane and warehouses at a small river harbor; 
a barge on the dry riverbed just off the harbor edge. 

ATTACK: The control point is rather open, but it’s set off a bit 
from the rest of the battle area. Air transports with a 
full squad can capture this control point quickly. Use the 
rooftops as a safe haven for squad leaders to place spawn 
beacons. 

DEFEND: Mine the entrances to stop heavy vehicles from 
getting to the control point. Be aware that attackers can 
also use the riverbed to launch an infantry attack from the 
dry harbor, using the stranded barge as a ramp to reach 
the harbor edge. 

Warehouses 


ATTACK: If mines are placed in the right position, the hill can 
be hard to reach by heavy vehicles. Instead, use FAV and 
air transports to attack the control point from above, or 
drive up the outskirts of the area and get out. There aren’t 
many places to hide, but make sure the barracks on the 
top of the hill and the containers don’t conceal enemies 
waiting to take back control of the area. 

DEFEND: Mining the two paths up to the communications 
mast makes this control point easier to defend. The 
battle walker that spawns here is excellent for taking out 
infantry and heavier vehicles. Be aware that infantry can 
climb the hill out of sight and launch an attack on the flag. 

Nilitonj Oufposf 

FEATURES: A military encampment in the mountains overlooking 
the Sidi Power Plant gorge. 


FEATURES: Warehouses clustered along the bank of the river. 

ATTACK: There are many ways into the facility, but the actual 
control point is set deep inside. Heavy vehicles have a hard 
time surviving. Attack with soldiers, who can step out of 
vehicles at the edge of the facility and find their way on 
foot to the control point. Use buildings for cover. 

DEFEND: Use mines to close off access via the bridge. If the 
EU controls the flag, focus the defenses toward the 
southern entrances. Mine these, as PAC reinforcements 
come this way. 


ATTACK: Since the Military Outpost lies high in the mountains, 
the easiest way to attack this point is by using the air 
transport with a full squad. Any full-scale attack like this 
makes the area pretty easy to control. 

DEFEND: The highest risk here is stray FAVs or aircraft. 

Defend by using the AA turret and be prepared for infantry 
dropping in from above. 



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copying or downloading expressly prohibited. 


CANAL 


As the PAC launched diversionary strikes from Italy into North Africa, it secretly gathered forces in the Sinai Peninsula to 
prepare for a full-scale assault on the continent. On May 1st, four PAC Command Divisions flew into Libya to engage the 
EU’s 6th Army Group. This left the 5th Corps at the Suez Canal without support when the Southern Command Group, led 
by General Muunokhoi, raced into Egypt. The EU forces staved off Muunokhoi’s army until help finally arrived via the 10th 
Airborne Division. Had the PAC seized the Suez Canal, it would have severely compromised the EU’s ability to defend Africa. 


Refugee Camp 


Trash Dump 


All control points are up for grabs 
in this Double Assault map. The EU 
team should start by rushing the Inner 
all the vehicles spawned at the Refugee 
Camp. Keep the A8 Tiger tanks and L-5 Riesig at the 
Inner Bridge Lock to defend while sending at least one 
MK-1 5 Bandit east to capture the Trash Dump — bypass 
the Outer Bridge Dock for now. Capturing the Trash 
Dump denies the PAC access to its tank and battle 
walker, making an EU victory at the Outer Bridge Lock 
much easier. Defend the Trash Dump to the east while 
assaulting the Outer Bridge Lock from the west, sending 
the A8 Tiger tanks and L-5 Riesig in to capture the flag. 
Immediately defend all four flags to prevent the PAC 
from opening a new front. 


Bridge Lock with 


The PAC must capture the EU’s 
starting control point at the Refugee 
Camp to gain an advantage. Move all 
the Outer Bridge Lock, using the Type 
32 Nekomata hover tank and T-39 Bogatyr battle walker 
to capture and defend it. Meanwhile, keep pushing west 
with the UAZ-8 Ocelot, racing past the Inner Bridge 
Lock and into the Refugee Camp. Enter through the 
northwestern wall breach to avoid traffic on the bridge. 
Taking the Refugee Camp removes the EU’s tank and 
battle walker spawn points. Secure the Refugee Camp 
with infantry to prevent a counterattack while the Type 
32 and T-39 move in on the Inner Bridge Lock. Use the 
Type 32 to blast any defenders in the facility while the 
battle walker advances up the control point’s main steps 
to capture the flag. 


ground vehicles to 










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copying or downloading expressly prohibited. 


SUEZ 


CANAL 


Inner Bridge Loch 


Ourposr 


With minimal firepower at the front 
lines, the EU must quickly move tanks 
and battle walkers east to meet the 
PAC advance. Meanwhile, use infantry [mostly engineers) 
and the UD-6 Talon to hold out at the Oil Station as long 
as possible — prevent the PAC from capturing a control 
point to maintain the initial drain on its ticket count. 
Reinforce the Trash Dump and Outer Bridge Lock with 
one A8 Tiger and one L-5 Riesig each. If the Oil Station is 
still in EU hands, send the third L-5 Riesig to help defend 
it. As the PAC attack progresses, it will get stronger, 
gaining new Type 32 IMekomatas at the eastern control 
points. Make a stand at the Outer Bridge Lock, securing 
the bridge and canal with all available tanks and battle 
walkers. Keep the AA turrets firing too, preventing the 
PAC Type 4 Doragon from dropping troops on the Inner 
Bridge Lock. Hold out at these two western control 
points till the PAC ticket count is depleted. 


Speed is the key to gaining a foothold 
on the eastern control points before 
the EU can adequately defend 
them. Overwhelm the Oil Station with all ground units 
and the Type 4 Doragon, capturing the flag to halt the 
ticket drain. Keep pushing west, using the new Type 32 
IMekomata and UAZ-8s to supplement the assault force. 
Absorb the Trash Dump and Dry Lake to gain more 
Type 32s. Defend the eastern control points against 
counterattacks while attempting covert or airborne 
assaults on the Inner Bridge Lock. Denying the EU its A8 
Tigers, L-5 Riesigs, UD-6 Talon, and commander assets 
greatly inhibits its ability to withstand a frontal assault at 
the Outer Bridge Lock. Stage ground units at the Trash 
Dump for the final assault, and rush in to attack the 
Outer Bridge Lock as soon as the Inner Bridge Lock is 
neutralized. With all flags captured or neutralized, hunt 
down the remaining EU troops and defend all flags to 
ensure the enemy has nowhere left to spawn. 










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copying or downloading expressly prohibited. 


H I 


In this larger battle, the PAC attacks 
from two fronts, requiring the EU to 
split its front-line defenses between 
the Oil Station and Dry Lake. As in the 32-player battle, 
reinforce these positions with A8 Tigers, L-5 Riesigs, and 
the UD-6 Talon spawned at the western control points. 
Hold these (and all) control points as long as possible to 
keep bleeding the PAC ticket count. But if these front-line 
positions fall, retreat to the Outer Bridge Lock and stop 
the PAC advance at the canal. The three westernmost 
control points produce the most valuable vehicles, so 
keep them under EU control — stopping the onslaught 
of PAC Type 32s is extremely difficult without tanks, 
battle walkers, and the UD-6. If necessary, fall back to 
the Inner Bridge Lock and Refugee Camp to make a last 
stand, using the canal and canal bridge choke points to 
inflict heavy damage on the PAC attackers. 


Oufposf lr Military Base 

As in the 32-player battle, rush the 
EU’s front-line positions as soon 
as the battle begins. For additional 
firepower, use the mortars in the BTR-4s to soften up 
defenders at the Oil Station and Dry Lake while Type 32 
IMekomatas move in to capture the flags, gaining four 
new hover tanks. Converge on the Trash Dump using the 
newly spawned Type 32s, attacking simultaneously from 
the north and south. While the ground fight rages in the 
east, send a few Type 4 Doragons to the Refugee Camp, 
dropping squad leaders near the flag. Use these squads 
and the Type 4s to capture and reinforce the Refugee 
Camp while the main eastern assault force pushes in on 
the Outer and Inner Bridge Lock control points. Denying 
the EU its tanks, battle walkers, and the UD-6 at the 
Refugee Camp is the key to bringing this battle to a quick 
conclusion. 


Refugee Camp 











Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 




isiic 


REFUGEE CAiVtP 

* _ j 

cy 


1G and G4 Player 



Ell 


• Inner Bridge Loch 

in 1 1^3 



Refugee Camp Assets 


MH-15 

UfiZ-8 

H 

— 

B8 

— 

2 

2 

L-S 

— 

1 

2 

UD-6 

— 



1 

Orbital Strides 

— 

2 

2 

linv Unit 

— 

1 

1 

Radar Station 

— 

1 

1 

Railnun 

— 

2 

2 

BG Turret 

— 



1 


The Refugee 
Camp serves as 
the EU base in 
1 6- and 64-player 
battles — this area 
is out of bounds 
in the 32-player 
battle. In both 
battles this base 
can be captured 
by PAC forces. 

Therefore, EU 
troops must take 
steps to defend. 

The A8 Tiger tanks spawned 
here are the only ones on the 
map. In the 64-player battle, 
these tanks are vital when 
facing the onslaught of PAC 
Type 32 IMekomata hover 
tanks. 

RtracH 

Avoid crossing the eastern 
bridge when advancing on 
the Refugee Camp. Instead, 
use the breach in the wall 
at the facility’s northeastern 
corner. This entry point 
provides easy access to the 
flag as well as numerous 
vacant EU vehicles. This flag 
takes a long time to convert, 

so always bring some teammates along to expedite the 
process. If attacking by air [in the 64-player battle) stay 
low and flank the site from the north or south to avoid 
giving the AA turret a clear shot. 



Ground attacks are a constant threat at the Refugee 
Camp, but are easily defeated by defending the eastern 
bridge and northeastern wall breach. The two railguns near 
the bridge can target incoming tanks and battle walkers, 
but have a hard time tracking the faster-moving FAVs. 
Reinforce the flag and northeastern wall breach with mines 
or demo packs to stop such breakthrough attempts. In 
the 64-player battle, air attacks are also a threat. The 
AA turret near the landing pad is more than capable of 
knocking down enemy air units as far away as the Inner 
Bridge Lock. 

INNER BRIDGE LOCK 



mi 


Neutral 

• Refugee Camp 

06 Player]/EU [32 and G4 Player] 

• Outer Bridge Loch 

dknq pi 



Inner Bridge Loch Assets 


MH-15 

URZ-8 1 

r i-\ 

BB 



2 

L-S 

T-33 

2* 1-2 

UD-G 



1 

Orbital Strides 



2 

unv unit 



1 

Radar Statinn 



1 

Railnun 

Railnun 2 

3* 3* 

RR Turret 



1 1 

*EU Control Only 


1 PHC Control Only 



This control point 
is available in all 
the battles, but 
serves as the 
EU base in the 
32-player battle, 
producing its only 
A8 Tiger tanks as 
well as a couple of 
L-5 Riesigs. These 
heavy ground units 
are extremely 
valuable and should 
be ferried to the 
front-line positions 
to the east to 
help lock down the 
EU-held control points. The 
control point’s landing pad 
is available in all battles, 
allowing friendly pilots to 
repair and rearm. 

Attack 

As at the Refugee Camp, 
avoid the high-traffic bridges 
when assaulting the Inner Bridge Lock. Instead pass through 
the breaches in the facility’s northwestern or northeastern 
walls. Assaulting on foot isn’t recommended, but can be 
accomplished by moving along the catwalks running above and 
beneath the canal bridge to the east. There are also narrow 
wall breaches in the facility’s southern corners. The flag is 
positioned on a large platform on the southern side of the tall 
gray building. If on foot, use the perimeter staircases to the 
east or west to reach the flag. Battle walkers, FAVs, and the 
Type 32 IMekomata can climb the main staircase to the south 
to enter the flag’s capture radius. 


pri«iagames.ci)!n 













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copying or downloading expressly prohibited. 


Attach 

As usual, avoid the canal 
bridge at all costs. When 
attacking from the west, 
always move through the 
canal and flank the control 
point from the north or 
south. If attacking from the 
east, rush the flag from 
the main road in a tank or battle walker — the more armor, 
the better. But if you’re on foot, advance through the 
northeastern trench. This provides excellent cover, not to 
mention a path leading directly to the flag. Stay inside the 
trench while converting the flag. 

Defend 

The fortified trench positions flanking the main road serve 
defenders well, providing infantry with solid protection from 
air and ground attack. In the 32- and 64-player maps, these 
trenches also contain the railguns, two of which are ideally 
positioned to knock out enemy vehicles advancing along the 
main road. To further deter vehicle rush attacks, scatter 
some mines or demo packs around the flag. The AA turret 
can also engage light armored targets moving along the road 
or bridge. But it is best deployed for air defense, preventing 
enemy air units from staging flanking or breakthrough 
attacks. 


TRASH DUMP 


mi 


PRC [16 Playef]/ 

• Outer Bridge Loclr 

Ell [32 and 64 Player] 

• Oil Slalion 




The Trash Dump 
serves as the PAC 
base in the 1 6- 
player battle. But 
the control point 
is held by the EU 
in the 32- and 64- 
player versions. In 
these larger battles, 
the Trash Dump is 
another stop for the 
PAC on its way to 
the canal. Like the 
other nearby control 


Trash Dump Assets 


MH-15 

OflZ-8 3-1 

2 

2 

— 

Tune 32 1 

1 

1 

— 

T-33 1 

— 

— 

— 

Orbital Strides 2 

— 

— 

— 

UflV Unit 1 

— 

— 

— 

Radar Station 1 

— 

— 

RailQun 

Railaun 1 

2* 

2* 

00 Turret 



1 

1 


*EU Control Only 

points, this one spawns another Type 32 IMekomata hover tank 
for the PAC, further strengthening its assault force. 


Defend 

Lock down the bridges and 
the northern wall breaches 
to halt the majority of 
ground attacks. Position 
the tanks or battle walkers 
hidden within the facility 
to flank advancing enemy 
vehicles at these entry 
points. Meanwhile, engineers stationed near the flag or 
on the canal bridge’s upper catwalk can get the jump 
on incoming vehicles at long range, using their rocket 
launchers. Most attackers ditch their vehicle and climb 
the steps to reach the flag. Stop them with demo packs or 
sentry guns positioned around the capture radius. 


■_ % lb L . j - -m*. 

^rii 

— _ >. x 4 b* j. f. 

Neutral 

• Inner Bridge Luch 


_ 0&Plap]/EU [32 and 64 Player] _ 

ZJa 

— • Trash Dump 



Ourer Bridge Loch Assets 


MH-15 

URZ-8 1 

1 

1 

L-S 

T-33 

1 

1* 

Railaun 

Railaun 2 

3* 

3* 

RR Turret 

RR Turret 

1 

1 


The Outer Bridge 
Lock sits on the 
eastern edge of 
the long canal 
bridge. In all 
battles this control 
point serves as 
a buffer for EU 

forces attempting *EU COdffOl OflllJ 

to stop the PAC 
from reaching the canal. In 
ition to the battle walkers 
uced in the 32- and 64- 
player battles, this control 
point also spawns an AA 
turret on the bridge’s upper 
catwalk, west of the flag. 

This is the most dominant 
AA turret on the map, with 

an unobstructed view of the surrounding airspace. 


OUTER BRIDGE LOCK 






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copying or downloading expressly prohibited. 

Attack 

Similar to the one at Outer 
Bridge Lock, the flag at the 
Trash Dump is located right 
off the main road, making it 
easy to capture with a vehicle. 

But if the flag is heavily 
defended, consider advancing 
on the control point from 
the north, using the various 
structures and obstacles 
for cover on the way in. This 
is the preferred method of 
attack by infantry. But the 
crates and barriers around 
the flag offer little protection, 
so consider grabbing a vacant 
vehicle when camping the 
capture radius. 

Defend 

Reinforce this control point with a tank and some 
engineers. Their heavy firepower is necessary to stop 
armor advances along the main road. If no tanks or battle 
walkers are available, load the flag’s capture radius with 
mines or demo packs. In the larger battles, the railguns 
are well positioned to engage attacks from the north and 
northeast. Meanwhile, the AA turret has a good view of the 
flag and surrounding air space. If nothing else is available, 
use it to blast FAVs and infantry clustered around the 
flag — but it’s useless against tanks and battle walkers. 

DRV LAKE 




2 and 64 Player 
Ell 


• Trash Dump 

• Outposl 

• Military Base 


Dry Lake Assets 

Eli Control PHC Control 16 Plauer 32 Player 64 Plauer 
MH-15 URZ-8 — 2-1 2 


— Tune 32 — 1 


Railoun — — 


DP Turret — — — 


Depending on the 
map size, the flag 
and assets of the 
Dry Lake appear 
in two different 
locations. In the 
32-player battle, 
the control point 
is located just south of the 
main road, not far from the 
Trash Dump. The location 
shifts about 1 30 meters to 
the south in the 64-player 
battle, centered on the 
nearby structures. In both 
battles, this control point 
benefits the PAC team the 
most , spa wning more Type 32 IMekomatas. 


2 



Attack 

When attacking in the 32- 
player battle, try to rush the 
Dry Lake from the main road 
with an armored vehicle. At 
the start of the battle, this 
is an EU front-line position, 
so expect heavy resistance. 

If necessary, pound the 
site with orbital strikes before rushing in with armor 
and infantry to capture the flag. Take the same cautious 
approach in the 64-player battle, attacking from the dirt 
roads to the east or west. As the PAC, use the BTR-4s 
spawned at the nearby Military Base to lob mortar rounds 
into the site before the assault. If attacking from the air, 
approach from the west, using the palm trees to obstruct 
the AA turret’s line of sight. 


Defend 


Most attacks on the Dry Lake 
come from the main road in 
the 32-player battle. Instead 
of mining this wide northern 
entry point, scatter explosives 
around the flag and take cover 
among the nearby containers 
and structures. In the 64-player 
battle, use the railgun to engage 
incoming vehicles to the east — it 
can nail PAC vehicles exiting the 
Military Base. EU troops should 
man this gun early in the battle. 
The AA turret has a good view 
to the east as well, and can turn 
on the flag to pepper enemy 
infantry and FAVs. Back up these 
assets with engineers, using 
mines and rocket fire to shut 
down the eastern, northern, 
and western access points to all 
incoming vehicles. 




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copying or downloading expressly prohibited. 





OIL STATION 


OUTPOST 




IlliIRMilliMM 


32 and 64 Plaijer 
PIIC 


32 and 64 Player 
Ell 


• Trash Dump 

• Oulposi 


Oulposr Assets 


PRC Conlrol 


64 Player 


unz-8 

2 

2 

BTR-4 

— 

1 

Tuue 32 

2 

2 

Tune 4 

2 

1 

Orbital Strikes — 

2 

— 

URV Unit 

1 

— 

Radar Station — 

1 

— 

RR Turret — 1 1 


The Outpost serves 
as the PAC base in 
the 32-player battle 
and is one of two 
PAC bases in the 64- 
player battle. The PAC 
team should consider 
defending this base with 
at least one player to 
safeguard the vehicles 
and the commander’s 
assets from theft 
and sabotage. PAC 
pilots should return here 
frequently, using the two 
landing pads to repair 
and rearm their Type 4 
Doragons. 

Bltach 

Drop in by air or rush the 
Outpost with an FAV, staying 
along the north edge of the 
map to avoid detection. Since 
this base can’t be captured, 
there are only a couple of 
reasons for EU troops to 
attack it. Theft operations 
are very useful here. Help 
tilt the odds in your team’s 
favor by stealing a Type 
32 IMekomata or Type 4 

Doragon. While inside the facility, slap a few demo packs 
on the PAC commander’s assets, starting with the orbital 
strikes. Detonate the explosives after making your escape 
to avoid PAC counterattacks. 


Defend 

Air raids are the most common attack on the Outpost. 
Fortunately, the western AA turret has an awesome view 
of the surrounding skies. If on defense here, don’t move too 
far away from this turret. If ground attacks are a problem, 
hop in one of the Type 32s to blast any attackers. Don’t 
mine the base’s only entry point — your teammates have to 
exit here and they can’t if you clog it with mines. 


Oil Station Ossets 

Ell Control PRC Control 16 Player 32 Player 64 Player 

MH-15 DDZ-8 — 2 2 

— Tupe 3S — 1 2 

Rfliloui) — — 1 1 

BB Turret — — 1 1 


PAC team gains another Type 
32 Nekomata— two in the 
64-player battle. Once it’s 
lost to the PAC, the EU has 
little reason to recapture this 
forward position. It’s better to 
regroup and reinforce the canal. 


This control point sits in 
a bowl-like depression, 
protecting it from long-range 
direct fire. To avoid rushing 
into a trap, hold along the 
surrounding ridgeline and 
monitor the area below for 
enemy activity. If it is heavily 
defended, position tanks 
along the ridge and fire down on enemy defenders while 
infantry move in for the capture. Gunship can help eliminate 
defenders too, but should stay to the north to prevent the 
AA turret from getting a clear shot. 

Defend 

When defending as the EU, expect most attacks to 
advance along the eastern dirt road, especially at the start 
of the battle. Position engineers along the eastern ridge 
to mine the road and fire rockets at the incoming PAC 
vehicles. Man the railgun and AA turret, too. But infantry 
alone won’t last long. Reinforce this control point as soon 
as possible with an A8 Tiger tank and the UD-6 Talon. PAC 
defenders here should put their focus on the flag, as EU 
attacks could come from the west or south. Scatter mines 
or demo packs around the capture radius, and take cover 
along the eastern or western ridges. 


The Oil Station is 
another EU front- 
line position likely 
to face the brunt of 
the PAC’s firepower 
as it advances from 
the nearby Outpost. 
By capturing this 
control point, the 






SUEZ CANAL 


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copying or downloading expressly prohibited. 

MILITARY BASE 


The Military Base can’t be l| 

captured and contains no 
commander’s assets. So vehicle 
theft is the only reason to 
venture into this base. Infiltrate 
from the air or rush in with an 
FAV. Hold out for a Type 32 
Nekomata or Type 4 Doragon, 

even if it means hiding nearby and waiting for one to spawn. 

To avoid being spotted, consider using the recon kit’s active 
camouflage when moving toward a vehicle. If stealing a Type 4, fly 
it to an EU-held landing pad at the Refugee Camp or Inner Bridge 
Lock and hand it over to a competent pilot and gunner. 


•Dry Lake 


In the 64-player battle, 
the Military Base is the 
PAC’s second staging 
area for the assault on U 
the canal. It is located [j 
to the southeast, and 
players spawning here 
are well positioned for - 

a direct assault on the fi 

nearby Dry Lake control 
point. The base is equipped 
with one landing pad, 
allowing PAC pilots in the 
southern sector to repair 
and rearm their gunship. 


As with the Outpost, most attacks on the Military Base 
come from the air. But all air threats can be shot down 
simply by manning the AA turret near the base’s entry 
ramp. Recon troops spawning here can help out by taking 
to the rooftop west of the facility and sniping EU troops 
at the Dry Lake — at this distance they won’t even hear the 
rifle’s report. Engineers should take to the roof and target 
the Dry Lake’s railgun with rockets, helping teammates 
advance across the desert during the initial attack. 


unz-8 

1 

BTH-4 

2 

TUDe 3S 

2 

Tune 4 

1 

HU Turret 

1 




mo 


Inner Bridge Loch 


To attack the EU’s Suez Canal position, the PAC relied on a Titan squadron to transport assets into the field of battle. Similarly, 
the EU employed their own Titan fleet to transfer divisions from other posts in northern Africa. While conflict raged on the 
ground, a secondary battle ensued in the skies as both sides attempted to thwart the airborne delivery of reinforcements. 


Military Bosg 




As usual, the EU team must 
coordinate its movements to quickly 
capture a majority of the silos at the 


onset. Use the UD-6 and UD-1 2 to rush troops to Silos 
4 and 5 while teammates on the ground use the MK-1 5 
to capture Silo 2. The EU commander should move the 
Titan to Silo 2 for defense while the rest of the ground 
units reinforce Silos 4 and 5. With three silos under 
EU control, make an effort to capture Silo 3 as well, 
assaulting from the air by transport or pods launched 
from the APCs at Silos 4 or 5. Once the PAC Titan’s 
shields are down, get at least one squad on board for 
the assault. Continue holding at least three of the silos 
on the ground during the Titan assault. Watch the 
status of the EU Titan’s shields, and prepare to fall back 
and defend if necessary. 


H 


Start by dropping troops at Silos 3 
and 4 using the Type 4 and BTR-20 
while a squad on the ground takes Silo 
1 with the UAZ-8 spawned at the Military Base. Reinforce 
Silos 3 and 4 with infantry and the Type 32 IMekomata 
while the Titan covers Silo 1 . Try to capture an additional 
silo by using the APC at Silo 1 to launch teammates 
onto Silo 5 in pods. Meanwhile, use the Type 4 Doragon 
to intercept EU traffic crossing the canal bridge to the 
west — focus on hunting down their A8 Tiger tank. Get a 
squad or two on the EU Titan as soon as its shields are 
down. But maintain a presence on the ground too, holding 
at least the three easternmost silos. If the assault on the 
EU Titan is not immediately successful, be prepared to 
shift ground forces to the PAC Titan for defense. 


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copying or downloading expressly prohibited. 








Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


BASES & SILOS 


INNER BRIDGE LOCK & EU TITAN 

Inner Bridge Lock/Tifan Assets 

EU Control 





Given Hie plentiful supplij nf HPCs. consider using their pod launchers to assault nearby silos. 
Adjacent silos are no more Itian 325 meters apart, potting them uiell nothin range of the pod 
launchers. Land poor pod right next to the silo for a quich capture at undefended sites. But if 
enemies are in the area, they'll surely notice your arrival. If you see enemies on the ground 
before landing, try to drop near one of the site's vacant vehicles— or on the enemies 
themselves. Hn incoming pod con instantly hill infantry and FHVs. 







silo a 

Silo 2 Assets 

Ell Control PfIC Control Unit Count 
MH-15 DBZ-8 1 

OVM-2 BTB-4 1 


MJ 


• Inner Bridge Loch 


• Silo 4 


• Silo 5 



F rrrrAff 


1)0-6 fTitanl 
IID-ia fTitanl 
Orbital Sirihes 


Radar Station 

00 Turret 

The EU forces and their 
Titan begin the battle at 
the Inner Bridge Lock. This 
is the only spot on the map 
that produces an A8 Tiger 
tank, so the EU should 
use and protect it in this 
battle largely dominated by 
FAVs and APCs. The base’s 
landing pad is operational for 
EU pilots in need of repairs and ammo. Air attacks on this 
base [or Silo 2) can be engaged with the AA turret located 
on the canal bridge’s upper catwalk. 




Military Bose 


• Silo 3 


tk 




SILO 1 

Silo 1 Assets 

EU Control PflC Control Unit Count 
MH-15 UBZ-8 1 


Silo 1 is located at the Dry 
Lake, in the same southern 
location as the 64-player 
control point. The PAC 
team has the best chance 
of controlling this site, 
because of its proximity to 
the Military Base. Rush it 
with an FAV from the east 
or west traveling along the 
nearby dirt roads. For those 
looking to travel by pod, 

Silos 3 and 5 are well within 
range. Use this site’s APC to 
launch pods to attack these 
adjacent silos or vice versa. 


Located at the Outer Bridge 
Lock, Silo 2 is well within 
the EU’s zone of control. The 
EU should consider using 
its Titan to help defend this 
site. It’s easiest to rush this 
silo with an FAV, using the 
nearby dirt road connecting 
to the main road and Silo 4. 
However, watch for mines, 
demo packs, and other 
nasty surprises left along 
this narrow path. It’s also 
possible to enter from the 
air, using an air transport or 
an APC pod launched from 
Silos 4 or 5. 


SILO 3 


UnHii 


•Silo 4 


•Silo 5 


Military Base 


Silo 3 Assets 


EU Control 

PRC Control Unit Count 

MH-15 

UBZ-8 1 

OVM-2 

BTR-4 1 










Use flie pod launchers to reach [he tall tourers near 
Silos 3. 4. and S. Both engineers and recon troops can 
use these elevated posts to fire douin on opponents 
attempting to capture the nearby silos. These are ideal 
sniper perches, but victims mill eventually catch on. So 
he prepared to move after scoring a fern hills. 


OKR 


•Silol 


•Silo 3 


1- 



MILITARY BASE 

Military Bose/Titan Bssets 

Ell Control 


BTB-4 
Tune 3B 


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copying or downloading expressly prohibited. 


Tucked away in a shallow 
gully southwest of the Trash 
Dump, Silo 5 is one of the 
most overlooked sites on 
the map, despite its central 
location. When moving along 
the main road, drop off the 
southern edge of the bridge 
near the Trash Dump to 
reach this silo — or use one 
of the nearby dirt roads. It’s 
easiest to hit this site from 
the air, dropping in from 
an air transport or pod. 

The silo sits at the map’s 
center, so pod assaults can 
be conducted on or from all 
four surrounding silos. Take 
this into account when defending, using the nearby crates 
or structure for cover. 


Radar Station 1 


The Military Base from the 
64-player battle makes a 
second appearance in Titan 
mode as the PAC base. 


Players spawning here (and 
on the Titan) have an easy 
time of snatching up Silos 
1 and 3 early in the battle. 
Like the EU, the PAC only 
has one tank (Type 32) in 
this battle, and it’s spawned 
here. The Military Base 
is also equipped with a landing pad, giving PAC pilots a 
second location to repair and rearm their aircraft. 


Silo 3 is positioned on a slight hill east of the Trash Dump. 
The PAC team stands a good chance of controlling this site 
as it sits just west of the Military Base. It can be accessed 
via the main road running down the center of the map, 
making it an easy capture for troops in FAVs. But this 
small facility provides several hiding spots for defenders, 
including the open container north of the silo. 


Orbital Strihes 


• Situ 2 
•Situ 3 




SILO 4 


Silo 4 Assets 


EU Control 

PAC Control Unit Count 

MK-15 

unz-8 i 

RVM-2 

BTR-4 1 


This is the northernmost silo, 
positioned among the five 
white storage tanks directly 
north of the Trash Dump. 

On the ground, enter the 
facility through the southern 
entrance, advancing along 
the dirt roads from Silo 2 or 
the Trash Dump. However, 
it’s quicker to hit this site 
from the air in a transport 
or pod. The massive storage 
tanks and nearby open 
containers provide excellent 
concealment for defenders. 
Don’t forget the tall tower to 
the south. 


SILO 5 

Silo 5 Assets 

Ell Control PRC Control ttoit Count 

fflt-15 13-8 1 

RVM-2 BTB-4 1 


• Silos 1-4 

r v _ 









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copying or downloading expressly prohibited. 


Canal Bridge 

When the Inner Bridge Lock 
is held by the EU and the 
Outer Bridge Lock is held by 
the PAC, this bridge and the 
canal below see the heaviest 
traffic. As the defender, the 
EU can simply hold back and 
lock down the Inner Bridge 
Lock, focusing its fire on the 
bridge and canal using tanks The faming wrecks on Hie bridge coosiricl this 

and battle walkers, if this choke point even more. Place mines and focus fire 

deadly zone must be crossed, af these narroui passages, 

it’s best to flank it from the 

air by dropping troops on the opposite side of the canal. If 
no air units are available, infantry stand the best chance of 
crossing undetected by moving along the catwalk beneath 
the bridge — this catwalk is also a good defensive position 
for engineers and recon troops covering the canal below. 

All vehicle traffic should move through the canal, north of 
the bridge. The canal isn’t an ideal crossing, but it provides 
more room for evasive maneuvers than the bridge. 

LOGISTICAL CONSIDERATIONS 

In the Conquest Assault 
battles, supplies are 
a necessity for the EU 
defenders at the lightly 
reinforced front-line 
positions. While engineers 
are needed to knock out the 
PAC tanks at the front-line 
positions, they’ll need ammo 
from support troops and 
med kits from assault troops 
to stay in the fight. Since the 
EU tanks are outnumbered, 
it’s up to the commander and the engineer drivers to keep 
the A8 Tigers repaired and near the front lines. As the 
battle nears the canal, both teams should try to gain an 
advantage by using supply drops to keep their vehicles 
healthy. Parking next to a supply crate can make all the 
difference when dueling enemy units across the canal. 

Air units also are important in this area, but they should 
retreat to a landing pad if they take damage. Landing pads 
are located along the western and eastern map edges at the 
Refugee Camp, Inner Bridge Lock, Outpost, and Military Base. 


During lulls in the fight, look around and help 
repair friendly vehicles, prioritizing tanks and 
battle uialkers. 


KEY CHOKE POINTS 


Main Road 

The paved main road cuts 
across the center of the map, 
running east and west. This 
is the major thoroughfare 
in all battle variations, with 
control points and silos 
scattered along its northern 
and southern flanks. Pilots and 
engineers can score a wealth 
Pilots Have an easy time strafing vehicles moving 0 f kills by simply camping this 
along the main road. Stick to the perimeter dirt road and nailing enemy vehicles 
roads to avoid becoming prey. with missiles, rockets, and 
mines. When driving a vehicle, avoid this road, using instead the 
numerous dirt roads to the north and south. These perimeter 
roads are bumpy and far less direct, but they’re also much 
safer. Attacking along these roads may also allow you to get the 
jump on defenders expecting traffic from the main road. 


Commander: As the EU commander in the Conquest 
battles, keep your defending A8 Tiger tanks and 
L-5 Riesig battle walkers in top shape with frequent 
supply drops, particularly at the Outer Bridge Lock. 
When attacking or counterattacking, use radar 
scans and UAVs to locate defenders, dropping 
orbital strikes if necessary. In Titan mode, move 
your Titan to defend one silo while ordering your 
squads to capture and defend others. Stay on 
the Titan as an engineer and man the turrets — or 
repair them if they take damage. 

Squad Leader: In the Conquest battles, bring along a 
spawn beacon, deploying it near the Outer Bridge Lock 
or the EU starting position to maintain a presence or 
apply pressure to these vital areas. Spawn beacons are 
also important during Titan assaults. Always inform your 
squad of where these beacons are placed to ensure 
they’re used. 

Recon: Booby-trap flags or silos with demo packs when 
defending. Set up near the canal bridge and snipe 
enemies funneling into this choke point between the Inner 
and Outer Bridge Locks. 

Assault: Be ready with the med kit and a defibrillator 
around high-traffic areas like the Outer Bridge Lock, 
or the EU front-line positions to the east. During Titan 
assault and defense, equip the shotgun upgrade for 
close-quarter firefights. 

Engineer: Continually slam enemy tanks with rockets and 
scatter mines around flags, silos, or the canal bridge. 
Pilot tanks and battle walkers, staying near other 
engineer drivers to share repairs. 

Support: Supply engineers with fresh rockets at front-line 
positions like the Oil Station and Dry Lake. Deploy sentry 
guns in the corridors or reactor core entry points when 
defending your Titan. 






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copying or downloading expressly prohibited. 


SUEZ CANAL TESTER TIPS 



EU: Prevent PAC forces from crossing the dry Suez Canal 
and reaching the African continent. 

PAC: Assault the defending EU forces and overrun them on 
the way toward Africa. 


Ml KEY CONTROL POINTS/SILOS 


Refugee Comp 

FEATURES: The flag is well hidden behind high walls and fences, 
but a section of wall has been blown up, so it is possible 
for attackers to charge from two directions. 

ATTACK: If the small bridge over the narrow channel is too hard 
to use as a route to the camp, use the channel instead and 
enter the camp from the hole in the guard wall. 

DEFEND: Hold off enemies by controlling the small bridge. 
Make sure no enemies try to use the back door to enter 
the camp by going down the channel and through the hole 
in the guard wall. 


Inner Bridge Loch 

FEATURES: This control point has many good defending 
positions for keeping enemies off the bridges, but the west 
shore along the dry canal can be assaulted from multiple 
directions. Enemies can drive on the riverbed, and infantry 
can move on top of and beneath the bridge. 

ATTACK: If the bridges are too difficult to charge over, use the 
riverbed or the alternate infantry levels of the bridge. The 
small bridge has no alternate walkways for infantry, but 
there is a passage through the channel just north of the 
bridge. 

DEFEND: Don’t get caught focusing solely on the bridges. There 
are more entrances to the control point than the most 
obvious ones. Keep an eye out for infantry on the canal 
bridge walkways and down in the western channel. 

Outer Bridge Loch 

FEATURES: This control point has many good defending positions 
for holding enemies off the nearby bridge, but the east 
bank along the dry canal can be assaulted from multiple 
directions. Enemies can drive across the riverbed and 
infantry can run both on top of and underneath the bridge. 
Trenches buried in the sand to the east of the flag area can 
be used as cover by both defenders and attackers. 

ATTACK: If the bridge is too difficult to charge over, use the 
riverbed or the walkways of the bridge to get into the 
area. If infantry can make it to the trenches, they have a 
better chance of surviving than if they run around in the 
open desert. 

DEFEND: Don’t get preoccupied with covering the bridge. 
Beware of enemies getting into the trenches; keep a 
watchful eye to the east if the enemy is still present in the 
desert. 


Trash Dump 

FEATURES: A maze with buildings, fences, and junk makes this 
control point a perfect hideout for infantry but a nightmare 
for vehicles. 

ATTACK: This base control point can be assaulted from almost 
any direction. The best cover for infantry is the passage 
under the highway, but it can be tricky to advance up this 
slope if the path is guarded. 

DEFEND: The control point can be attacked from many directions, 
so observe the surrounding desert from the perimeter. It’s 
easier to spot vehicles and infantry in the desert from the 
perimeter than it is from within the Trash Dump. 

Dry LaRe 

FEATURES: A small outpost placed on the floor of a dry lake 
south of the highway. Palm trees give some cover in this 
otherwise unprotected control point. 

ATTACK: To get an advantage, charge the flag/silo from the 
highway. This puts you in a higher position, shooting down 
into the facility. 

DEFEND: Defend this control point from all directions. Move 
some troops to the north building complex, next to the 
highway, to spot attacking forces early instead of getting 
first contact on the slope leading toward the flag/silo. 

Oil Station 

FEATURES: The Oil Station is in a small valley along the 
northern pipeline. A low mountain ridge to the east can be 
used for cover by both attackers and defenders. 

ATTACK: As you attack this control point, watch for infantry 
defenders positioned along the hills flanking the dirt road. 

DEFEND: Use the hills to the east to spot enemies early. This 
gives you an advantage, especially when you lack heavy 
firepower. 

Oil Depot [Titan Only] 

FEATURES: This silo can be attacked from only two directions, 
making it a bit easier to defend. However, the location 
is remote, so defending forces may not get requested 
support quickly. 

ATTACK: Attack from the south or from the east. It’s best to 
attack from both directions at the same time to spread 
out enemy resistance on two flanks. Holes in the wire 
fence make it possible for infantry to sneak into the facility 
from directions other than along the two roads. 

DEFEND: Scout the dunes south of the base and the valley to 
the east for incoming enemy forces. Use the big storage 
silos for cover as you try to take out enemies who have 
breached your defense. 






TUNIS HARBOR 


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copying or downloading expressly prohibited. 


ITJNIS 


In an attempt to stop the flow of EU reinforcements to the Suez Canal, the PAC launched a series of raids against key 
transportation hubs. The most vital of these targets was Tunis Harbor. Fog in the Strait of Sicily, allowed the PAC to land 
its 8th Command Regiment almost on top of the harbor defenses. This strategy enabled them to pin the EU forces in the 
harbor with the Mediterranean at their backs. The Valkyrie Brigade formed the backbone of the EUs defense with their 
company of L-5 Reisig battle walkers. 



Remember, the Living Quarters can be 
captured, so make sure at least one 
teammate stays behind and defends 
it while the rest of the team moves out. Load up the 
MK-1 5 Bandit and send it to capture and reinforce the 
Bridge. Meanwhile, use the L-5 Riesig to hit the Outer 
Docks, advancing across the shallow waters of the 
harbor. If this bold move works, you’ll have three control 
points, securing a drain on the PAC ticket count. More 
importantly, you’ll prevent the PAC team from spawning 
any vehicles. From these positions, pound the remaining 
PAC forces at the Docks Office, or simply defend the 
Outer Docks and Bridge until they have no more tickets. 


Living Outers 




The PAC team should follow the same 
general game plan, defending their 
vehicle spawns at the Outer Docks 
while going after the EU’s at the Living Quarters. Use the 
UAZ-8 to capture the Docks Office while the T-39 attacks 
the Living Quarters through the harbor passage. If this 
doesn’t work, fall back and stiffen defenses at the Outer 
Docks and Docks Office. You need to hold at least two 
control points to prevent your ticket count from being 
bled. Wait until a new T-39 spawns at the Outer Docks 
before staging a new assault. The battle walker is more 
than capable of assaulting a control point on its own, so 
keep it on offense while the rest of the team defends. 







Nain Office 


Inner Docks 


I 


Bleed the PAC ticket count by 
capturing two control points. Load up 
all three MK-1 5 Bandits, sending two 
to the Power Station and one to the Junkyard. Reinforce 
the Power Station with the L-5 Riesig and at least one 
squad of infantry. Defend both control points with mines, 
demo packs, and sentry guns. Holding the Junkyard and 
Power Station imposes a drain on the PAC ticket count. 
As long as your team holds these two control points, 
don’t assault the Eastern Docks and Main Office. It’s 
better to dig in and make the PAC grind against your 
reinforced positions. If one of the control points falls, 
stage an immediate counterattack, leading the way 
with the battle walker. Don’t advance beyond the Power 
Station until you have at least a 100-ticket advantage 
over the PAC team. 


No decisive victories can be won 
in this head-on battle, so focus on 
whittling away the EU ticket count 
by holding at least two more control points. Start by 
capturing the Eastern Docks with one UAZ-8 while the 
rest of the FAVs and the T-39 Bogatyr rush toward the 
Power Station. Dig in at both control points while the EU 
tickets slowly bleed away. Don’t go after the Junkyard, 
it’s too difficult to defend. Instead, let the EU infantry 
spawn there and walk into your line of fire at the Power 
Station. Remember to defend the Eastern Docks — it 
can easily be rushed by the EU battle walker advancing 
along the harbor. While most of the team defends, send 
a small squad of recon troops into the Outer Docks [via 
the catwalk system) to knock out the EU commander’s 
assets. It is easier for your team members to defend 
without EU orbital strikes dropping on their heads. 


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copying or downloading expressly prohibited. 






Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


BASES Sr CONTROL POINTS 


OUTER BOCKS 


IE Player Onlij 
PRC 


• Docks Office 



In 1 6-player battles, 
the PAC team 
starts out on this 


Outer Docks Ossets 


northwestern corner of — 


control point provides 
the PAC forces with all 
their vehicles, so it’s 
important that they 
take steps to hold it. 
Remember, in double 


EU Control 

PRC Control 

IE Plauer 

32 Plauer 

— 

URZ-8 

1 

— 

— 

HD 

1 

— 

— 

Orbital Strikes 

2 

— 

— 

URV Unit 

1 

— 

— 

Radar Station 

1 

— 

RailQun 

Railoun 

2 

— 


assault maps, every control 
point is up for grabs. The 
Outer Harbor won’t spawn 
any vehicles for the EU 
team, but simply knocking 
out the PAC’s battle walker 
spawn point is incentive for 
frequent capture attempts. 

RtracH 

Always rush the Outer Harbor 
with a vehicle to avoid falling 
victim to snipers and other 
defenders. The street to the 
south is the most obvious 
entry point and is useful when 
advancing from the Bridge or 
Docks Office. But, it’s best to 
hit this control point from the east, using a battle walker or 
FA M to race through the shallow water and climb the ramp 
on the eastern side of the dock. If no vehicles are available, 
approach on foot from the south and infiltrate the control 
point using one of the two catwalks. There’s virtually no cover 
around the flag’s base, so keep moving and jumping while in 



the capture radius to frustrate any snipers. 

Defend 


Start off by mining the southern street and eastern ramp, 
leaving space for your own vehicles to exit. The catwalks 
are less problematic and can be covered by recon troops 
with sniper rifles. When sniping, choose an elevated 
position with a good view of the flag as well as the southern 
and eastern approaches. The catwalks circling the huge 
fuel tanks on the northern edge of the dock are ideal sniper 
perches, as is the crane to the east. If available, drop a 
few demo packs around the flag’s base for insurance. 


Located south of the 
Outer Docks, the Docks 
Office is likely to fall 


EU Control 


Docks Office Assets 

PRC Control 16 Plauer 


3 i Plauer 


under PAC control early HflilQUIl 
in the battle. The PAC 


Rflilaun 


team should try to hold this 
control point, using it as a 
buffer. Otherwise, the EU 
team will gain a spawn point 
within easy striking distance 
of the Outer Docks, putting 
them one step closer to 
shutting down the PAC’s 
vehicle spawns. 

flfhick 



It’s best to infiltrate this 
control point on foot, as 
the narrow northern and 
eastern entry points are 
covered with mines. When 
moving in on foot, go for the 
office’s rooftop. This can be 
accessed via the steps on the eastern side [stay on the 
northern side of the wall) or the ladders on the western 
side. Once on the roof, always watch for defenders in the 
railgun or on the crane to the south. Move to the southern 
edge of the roof to enter the flag’s capture radius. If on the 
ground, hide inside the open container to the south until 
the flag is converted. 


Defend 


All vehicles approaching this flag must enter through 
northern or eastern entry points via the nearby street. 

Load these narrow choke points with mines or demo packs, 
while engineers cover from a distance. The railgun on the 
office’s roof can cover the street to the east, engaging 
attackers approaching from the Bridge, but cannot cover 
the area around the flag or the street to the north. 
Therefore, rely on demo packs or snipers to cover the flag. 
The crane to the south is an ideal overlook position with an 
excellent view of the entire capture radius. 



pri«iaga«ies.ci)!n 


. 






BRIDGE 


er- 

1 

X2 

16 Player Only 



Neutral 


• Dochs Office 




• Living Quarters 




^ w 


EU Control 


Bridge Assets 
PAC Control 16 Player 


32 Planer 


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copying or downloading expressly prohibited. 


LIVING QUARTERS 


The Bridge is a critical 
choke point along the 
main street. Whichever 
team holds this flag 
stands a good chance 
of controlling the east/west 
flow of vehicle traffic. While 
the shallow harbor to the 
north is another east/ 
west thoroughfare, it has 
considerably less traffic. 

Attack 

There’s no sneaky way to 

If it’s well defended, use 
a battle walker or orbital 

surrounding area before 

Since the flag is positioned 

just south of the main street, \ 

quick attacks with FAVs are 

effective, too. If you’re stuck on foot, avoid the street and 
attack through the breached wall to the south. Duck behind 
the nearby crates or pipes while converting the flag. 


nee vehicle attacks are probable, scatter a few mines 
across the street. The railgun on the northern side of 
the street can rotate to cover both eastern and western 
approaches. Stay clear of the carnage surrounding the flag 
by falling back to the surrounding areas. Watch the flag 
from elevated positions along the catwalks to the north or 
from the crane to the east. Use engineer or recon kits to 
blast vehicles and snipe infantry. 


16 Player Only 
Ell 


■iiiitiinunii^iMiiwiifiia 


This is the EU’s 
starting position and 
home to their valuable 
vehicle spawns. Like 
the Outer Docks, the 
Living Quarters can be 
captured. It’s up to EU 
defenders to hold this 
control point to secure 
their vehicle spawns and 
commander assets. Losing 
any of these assets would be 
disastrous. 




Living Quarters Assets 


EU Control PHC Control 

16 Plauer 32 Plauer 

MK-15 

1 

L-S 

1 

Orbital Stripes — 

2 

UHV Unit 

1 

Radar Station — 

1 


Attack 

When possible, rush the 
Living Quarters with a 
vehicle from the west, via 
the shallow harbor. This is 
the most direct path into 
the grounds and the best 
way to avoid the chaos near 
the Bridge. If you’re on foot, 
flank the flag from the south, 
using buildings and obstacles 
for cover. Avoid a direct 
western approach as there’s 
little cover, making you easy 

prey for snipers and other defenders. At the flag, take 
cover between the two storage containers to the north, 
staying within the capture radius. 

Defend 

The western approaches are too broad to cover with 
mines, so focus most of your efforts around the flag itself. 
Drop some demo packs and mines within the capture 
radius and fall back to one of the surrounding rooftops. The 
building to the south provides the best overlook position, 
offering an unobstructed view of the flag. From here you 
can rain down rocket and sniper fire on the attackers to 
the north. If the Bridge is held by the enemy, however, keep 
watch to the west as well, for flank attacks. 



M =>teUI| 


The 16- and 32-player Patties cover completely different areas of the map. each uiith 
a unique set of control points. In the 16-player battle, players fight for control of the 
northern half of the harbor facility. The fight continues over the southern half of the 
facility during the 32-player battle. 






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copying or downloading expressly prohibited. 


MAIN OFFICE 



32 Player Only 
PIIC 


• Eastern Doclrs 





Noin Office Assets 

PAC Control 

IE Plauer 32 Plauer 

URZ-8 

3 

T-33 

1 

Orbital Strikes 

2 

UBV Unit 

1 

Radar Station 

1 

Railoun 

2 



The Main Office is the PAC 
base in 32-player battles. Since 
this is a head-on match, the 
base cannot be captured by 
the EU team. Still, the PAC 
team may want to leave some 
defenders behind to watch the 
vehicle spawns and commander 
assets. This base has two 
spawn points. The northern 
point spawns players near , 
most of the vehicles and 
commander assets. A lone 
UAZ-8 is located near the 
southern spawn point, though 
this spot is best used by 
infantry moving out against 
the Eastern Docks. 

RtracH 

The quickest way into the 
Main Office facility is by vehicle 
via the southern street. 

Use an FAV to rush in, then 
unload and conduct sabotage 
or steal vehicles. This facility 
can also be infiltrated via the 
harbor ramp, southwest of 
the flag. Both battle walkers 
and infantry can traverse the 
deep water here. If moving in 
on foot, it’s best to use the 
catwalk system to the south. 

This large system spans 
the entire map and can be 
accessed near most control points. To avoid being spotted, 
consider using the recon kit’s active camouflage. 



Defend 


No matter how enemies attack, they always approach from 
the south. Vehicle rushes are the most common and can 
be defeated by mining the narrow railroad crossing just 
south of the Main Office’s flag. This crossing can also be 
covered by the nearby railgun. The southern railgun (on 
the rooftop) has a great view of the road as it bends west. 
Use it to engage vehicles advancing along the road near the 
Eastern Docks. Back at the Main Office, take to the roof 
and snipe infantry attempting to steal vehicles or destroy 
the commander’s assets. The crane to the west is also an 
ideal sniper perch. 


Battle walkers can advance ttirough the harbor s 
deep water. This watery path Is useful when 
attacking the Eastern Ducks ur the twu bases. Only 
these three areas uffer rawps ur terrain that allow 
the battle walker to step out of the harbor. Take this 
northern route when you wont to avoid the intense 
fighting in the wap's center. Just be careful not to step out of bounds. If you're spotted, 
the deep water protects the battle walker's vulnerable knee joints — rockets and other 
explosive projectiles cannot penetrate the water's surface, however, wines and dewo 
packs lying on the harbor's floor [or exit points] can still inflict serious dawage. 


EASTERN DOCKS 


32 Player Only 
Neutral 


• Main Office 

• Power Station 


EU Control 


Located southwest of 
the Main Office, the 
Eastern Docks are 
well within the PAC’s 
sphere of influence. 

Even if captured by the EU, 
the PAC team can exert 
heavy pressure on this site 
because of its close proximity 
to their base. EU defenders 
should consider this before 
deciding to make a stand 
here. Depending on the ticket 
count status, the costs may 
outweigh the benefits. 

Rtrach 

The Eastern Docks is the 
only control point in the 32- 
player battle that can’t be 
converted by vehicles. Infantry 
must infiltrate the grounds on 


Eastern Docks Assets 

PRC Control 16 Plauer 


32 Plauer 


Bailoun Railoun — 



foot, either from the road or 
through breaches in the fence to the east and west. You can 
convert the flag while hiding inside one of the two stacked open 
containers to the north. Part of the western container also sits 
within the flag’s capture radius. Always hide in one of these 
spots to avoid getting picked off by snipers or other defenders. 


Defend 


While infantry must capture the control point on foot, attackers 
usually arrive in vehicles. The railgun and a few mines can deter 
most traffic along the street. Don’t forget the harbor ramps 
on the eastern and western sides of the control point — battle 



priniaganies.com 




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copying or downloading expressly prohibited. 



■I 

• Power Station 

• Inner Dochs 




Junkyard Ossets 

PI1C Control 16 Player 


32 Planer 


EU Control 


Pomer Station Ossets 

POC Control 1G Plauer 


32 Planer 


Railoun — 


As the central control 
point, the Power Station 
sees plenty of action. 

Expect it to change RflilQUd 
hands frequently during 
the course of the battle. 

The flag is flanked by two 
white storage tanks and can 
be converted by vehicles or 
infantry encroaching from the 
roads to the north and south. 

Attackers and defenders alike 
should prepare themselves to 
deal with enemy vehicles at 
this control point. 

(Hindi 

Whenever possible, grab 
an FAV and rush the Power 
Station via the dirt road on its 
southern side. This unpaved 
l road is accessible from either 
Ibase, offering a direct avenue 

lof attack. This path is also less likely to be defended by infantry 
- and battle walkers. The flag can be converted from the southern 
dirt road, but unless you’re in a battle walker, it’s best to vacate 
your vehicle and take cover beneath one of the storage tanks. If 
you’re forced to assault this control point on foot, hit it from the 
east or west, using the nearby buildings and debris for cover. 
Always watch for snipers on the crane and southern building 
before rushing the flag. 



Because of its close 
proximity to the Inner 
Docks, the Junkyard 
is likely to fall under 
EU control early in the 
battle. Just as the PAC team 
has en easy time of holding 
the Eastern Docks, expect 
the EU team to exert control 
over this site for most of the 
battle. The Junkyard’s flag is 
enclosed by walls, buildings, 
and a string of railcars to 
the east, helping lock out 
vehicle capture attempts. 

Attack 

FAVs can’t reach the flag 
at the Junkyard, requiring 
passengers to disembark 
and assault on foot. The 
battle walker can enter the 
Junkyard grounds by climbing 
over the flatbed railcar to the east. This isn’t advisable, as 
there’s little room to maneuver and the battle walker is left 
vulnerable to ambush and point-blank assaults. Instead, 
enter on foot through one of the many surrounding breach 
points. While converting the flag, take cover near the white 
storage tank or the damaged container to the south. The 
flag can also be converted from the catwalk. Recon troops 
with active camouflage can frustrate defenders by lying on 
the catwalk and contesting the flag. 



Defend 


Defend 


Always defend the Power Station from a distance, as it 
is often rushed by vehicles or pounded by orbital strikes. 
But before retreating to safer ground, scatter mines and 
demo packs along the roads and around the flag. Cover 
the flag from the crane to the north or the rooftop to the 
south. Both of these elevated positions offer a great view 
of the flag’s capture radius. But, you may need even more 
firepower to hold this hotly contested site. Consider using 
your team’s battle walker to hold this position, especially if 
your team is imposing a ticket drain on the enemy. 


Expect attackers to advance on the Junkyard from one 
of the roads flanking the site to the east and west. Use 
the railgun to the east to engage traffic along the paved 
road or to blindside battle walkers advancing along the 
nearby harbor ramp. The porous barriers surrounding the 
Junkyard make it impossible to predict the exact infiltration 
point, so focus on covering the flag’s capture radius. Demo 
packs, anti-personnel mines, and sentry guns are effective 
on the ground as well as on the catwalk. The stacked 
containers north of the flag provide a good overlook 
position for snipers and support troops. Drop down 
on these containers from the catwalk. Given the cover 
afforded by the Junkyard, be prepared for close-quarter 
firefights. Patrolling defenders armed with shotguns are 
very effective. 







INNER DOCKS 


TUNIS HARBOR 


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copying or downloading expressly prohibited. 


Inner Docks Assets 


EU Control 


MH-15 

3 

L-S — 1 

Orbital Strikes 

2 

UflV Unit — 1 

Radar Station — 1 

Railnun 

2 


In terms of assets, the 
Inner Docks is the mirror 
image of the PAC’s base at 
the Main Office, producing 
three FAVs and one battle 
walker. Therefore, it’s just as 
important that the EU team 
take steps to defend these 
vehicle spawns from PAC 
sabotage or theft. The Inner 
Docks also features two 
spawn points, the western 
one placing players near 
the bulk of the vehicles. 

The eastern spawn point 
drops players near a MK- 
15, putting them within a 
few meters of the Junkyard. 

Given the head start, though, 
it’s best if this MK-1 5 is 
used to rush the more 
distant Power Station. 

Oltadi 

The quickest (and most 
obvious) path into the Inner 
Docks is along the paved 
road, rushing the parked 
EU vehicles and commander 
assets with an FAV. But such attempts are likely to draw 
attention, often ending in a losing firefight. It’s better to 
advance on foot from the south. By sneaking along the 
buildings to the south, you can easily infiltrate the base 
and covertly plant explosives. Creeping along the southern 
perimeter is also the best way to sneak up on the L-5 
Riesig’s spawn point to the far west. 


The majority of attacks on the Inner Docks advance along 
the paved road entering from the east. Both railguns are 
pre-positioned to engage such threats. Reinforce this path 
with some mines, leaving space for your own vehicles to 
escape. Infantry attacks from the south are much harder 
to stop, even if the Junkyard is held by your team. Deploy 
sentry guns along the southern edge of the dock, facing 
east. At the very least, their rapid fire will alert defenders 
of an enemy presence. Or, grab a recon kit with a sniper 
rifle and set up in the southern crane. From the crane, 
you can cover the southern side of the dock, the catwalk 
system, and the western side of the Junkyard. 



32 Player Only 


Ell 

• Junkyard 




Commander: When your team has secured a drain 
on the enemy’s ticket count, order all squads to 
defend, especially on the 32-player head-on map. 
Your team gains nothing by attacking unnecessary 
bases or control points. Focus orbital strikes on 
congested areas like the Bridge or Power Station. 
Also, track down the enemy battle walker and hit it 
with orbital strikes to temporarily disable it. Knock 
it out. 

Squad Leader: Constantly analyze the battle situation and 
order your squad to defend once your team holds the 
majority of control points. Once on defense, tell your 
squad where to set up their mines, demo packs, or 
sentry guns. Deploy a spawn beacon near your defensive 
position to maintain a presence in the event that the 
nearby flag is neutralized or captured. 

Recon: All of the control points are surrounded by 
accessible elevated positions, providing plenty of offensive 
and defensive sniping opportunities. In the 32-player 
map, use active camouflage to infiltrate the enemy’s base 
via the catwalk system. Also bring along some demo 
packs to knock out the enemy commander’s assets. 

Assault: Assault rifles are a must when attacking cramped 
control points like the Junkyard — the shotgun upgrade 
is great too! On defense, be ready with first aid and a 
defibrillator. If available, choose the rocket upgrade and 
use its air burst capability to take out enemies camped 
around flags. 

Engineer: Rockets and mines are essential in stopping the 
enemy team’s battle walker. Deploy EMP mines at areas 
like the Bridge and Power Station, then hide nearby. Wait 
until the enemy walker is disabled, then pop out and nail 
its knee joints with rockets or anti-vehicle rounds. 

Support: Before attacking control points, use the pulse 
meter to scan cranes and rooftops for enemy defenders, 
then suppress them with your machine gun until your 
squad can maneuver and score the kill. When defending, 
always drop an ammo pack to keep teammates well 
stocked, particularly at common front-line positions like 
the Bridge and Power Station. 


KEY CHOKE POINTS 

Bridge Rood [16 Player] 




Cover the Bridge from [Fie catwalks to trie north, 
suppressing incoming vehicles ruith rochets and 
demo pochs. 


In the 16-player battle, the 
road running past the Bridge 
control point is always a 
high-traffic area. Encourage 
your team to take this 
control point, then lock it 
down with mines or demo 
packs. As long as your team 
holds the Bridge, you can 
expect attacks along this 
road, ensuring that your 
booby traps won’t go to 

waste. If trying to avoid this choke point, advance along the 
shallow harbor inlet to the north. This soggy path connects 
the Living Quarters and Outer Docks and can be traversed 
by vehicles and infantry. 

Power Station Roods [32 Player] 

Like the Bridge, the Power 
Station is another central 
control point likely to see 
heavy action. The paved 
road to the north and the 
dirt road to the south 
are the main east/west 
thoroughfares, offering 
quick vehicle access to every 
control point. Both roads 
converge at the Power 
Station, providing a unique 
opportunity to control the 

Iflow of vehicle traffic across the map. Use mines and demo 
[packs, or simply park a battle walker nearby to observe 
[both roads. Battle walkers can avoid this chaotic area by 
(moving along the harbor to the north. Advancing infantry 
should also bypass this area using the catwalk system. 


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copying or downloading expressly prohibited. 


LOGISTICAL CONSIDERATIONS 

While the 16-player double 
assault battle can be won 
outright by capturing all 
the control points, the 
32-player head-on battle 
is more defense-oriented, 
because both teams try to 
hold a majority of control 
points. During these larger 
battles of attrition, your 
teammates must have a 
constant stream of supplies. 


When defending, don't forger to Beep supplies ii 
elevated positions like the cahualh system. 


Since your team only needs to hold two control points to 
bleed the enemy ticket count, the commander can easily 
provide support with frequent supply drops. But, squads 
defending these control points should scatter around first- 
aid and ammo packs. Consider using an FA V driven by an 
engineer to conduct repairs on the team’s battle walker. It’s 
important to keep these death machines on the front lines 
at all times. , 


The roads flanking the Power Mon ore 
frequented bg FRVs. flmhush them from the 
surrounding rooftops, targeting their uiheels. 





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copying or downloading expressly prohibited. 


TUNIS HARBOR 




EU: Push the PAC forces back into the water, preventing 
them from taking over the harbor. 

PAC: Destroy the defending EU forces to secure the harbor 
for upcoming assaults on the continent. 



Outer Docks 

FEATURES: Surrounded with water on three sides, this control 
point can be attacked only by vehicles from the east. But 
this can be done from the main road coming from the 
southeast or from the dry seabed to the east. 

ATTACK: The seabed, the main road, and the catwalk are the 
three entry points to this facility. Defenders tend to forget 
the other two if you distract them at the main road with 
vehicles. Use infantry running on the catwalk over the dock 
south of the base to get behind enemy lines. 

DEFEND: Even if the control point is pretty isolated, it’s hard 
to defend this facility. Enemies can cut you off from 
the rest of your team by blocking the main road with a 
battle walker. Defend the main road so the enemy meets 
resistance before the control point. Don’t forget to watch 
the dry seabed and the catwalks. 

Docks Office 

FEATURES: The flag is placed on the south side, not on the 
straight route between the Outer Docks and the Bridge, 
so it’s a bit tricky to take with vehicles. 

ATTACK: Make sure you clear the roof of the office building 
before starting the capture, or you may get a surprise 
visit from above. Some empty containers provide cover 
for defending infantry — clear these hideouts to avoid 
ambushes. 

DEFEND: For infantry, this control point can be tricky to 
defend against vehicles. Use rooftops and objects on the 
ground for cover. Fool your enemies into a false sense of 
security, then take them out. 


FEATURES: Catwalks, a train, and the silo buildings offer cover 
for both attacking and defending infantry. But the low 
obstacles near the flag make it hard for infantry to hide 
from battle walkers. 

ATTACK: Rush along the catwalks from the west to attack 
from an elevated position. From the east, use the silo 
buildings for cover or swim to avoid being detected. 

DEFEND: Use the surrounding objects for cover. The low 
objects closest to the flag are not perfect places to hide if 
enemies attack with a battle walker. 


Living Quarters 

FEATURES: Just east of the preserved forest, these buildings 
used to be populated by employees working at the harbor. 
Now the EU forces use the area as their headquarters 
in an attempt to hold the PAC forces off the African 
coastline. 

ATTACK: Infantry should use the forest for cover when 
attacking. If attacking from the pier, hide behind, in, or on 
top of the large warehouse. Or swim in from the south. 

DEFEND: To prevent surprise attacks from the forest or the 
warehouse, extend the defensive lines to these areas. Stop 
attackers before they reach cover, where they can then 
assault the control point. 

Eastern Docks 

FEATURES: This control point is almost hidden in a group of 
containers arranged in such way that it is impossible for 
vehicles to capture it. Many of the containers are empty, 
so it is really hard for attacking forces to know if any 
defenders are left in the flag area. 

ATTACK: Only infantry can take this flag, and vehicles can 
support them only with fire from the main road. The 
catwalk system gives attackers a good view into the flag 
area. The containers are surrounded by a wire fence, 
making it possible for supporting soldiers to pin down 
defenders as the assault begins. 

DEFEND: There are many options for the defenders around 
this control point. The containers provide excellent hiding 
spots. Cover the flag from within the small maze of 
containers or from the catwalk, using the shadows of the 
nearby warehouse for concealment. 

Power Sfufion 

FEATURES: The open surroundings make this control point 
popular with battle walkers. Soldiers have to sprint 
between cover spots or they will be shot. The catwalk 
system isn’t nearby, but it’s still within sniper range. 

ATTACK: Use the large warehouses for cover as you approach 
this flag. Vehicles can use both the main road and the 
small dirt roads to reach this location, giving FAVs an 
alternate route if one is blocked by an enemy battle walker. 

DEFEND: This flag is difficult to defend at close range. Instead, 
use the surrounding rooftops for cover and concealment. 

Junkpd 

FEATURES: The fence around the Junkyard prevents vehicles 
from approaching the flag. There are catwalks above the 
entire area and a long train on the eastern flank, providing 
cover for infantry. 

ATTACK: Watch out for hiding enemies as you approach this 
flag. There are many shadowy areas, perfect for hiding 
defenders. The yard is encircled by fences, buildings, 
containers, and a train, but there are multiple entry points 
for infantry. Use a battle walker as support while soldiers 
rush the flag. 

DEFEND: Most vehicles can’t reach the flag and can only assist 
defending soldiers. There are many good hiding spots on 
the ground, along the containers, and on the catwalk, 
giving defenders multiple cover points. 





Although the EU team needs only two 
of the neutral control points to secure 
a drain on the PAC ticket count, it’s 
all three, dominating the entire village. 
Go for the two westernmost points first, capturing the 
Church with the L-5 Riesig and the Western Outskirts 
with the AVM-2 Groundhog. Reinforce both positions 
[especially the Church] with infantry while assaulting the 
Eastern Outskirts with the L-5. Push the PAC forces 
back, forcing them to spawn at the Glacier Rim. Set up 
a defensive line at the Eastern Outskirts and engage the 
PAC troops and vehicles as they cross the open field 
to the northeast. Hold this position till the PAC team’s 
ticket count is depleted. 


m 


best to capture 


The PAC team also should try to 
occupy the entire village, forcing the 
EU to spawn at its Valley Farm base. 
Rush the eastern control points first, using the T-39 
Bogatyr battle walker to capture the Church and the 
BTR-4 Romanov to convert the Eastern Outskirts. While 
defending these areas with infantry, use the vehicles 
to assault the Western Outskirts — the BTR-4’s mortar 
is very effective. Once all three control points wave 
the PAC flag, set up a defensive line along the western 
edge of the village, centered on the Eastern Outskirts. 
Pound the EU troops at the Valley Farm with sniper fire, 
rockets, mortar rounds, and orbital strikes untill their 
ticket count reaches zero. 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


V£«iOUN 

By the end of 2140, the PAC occupied much of Europe but had yet to gain control of the Mediterranean. Northern France 
represented a key strategic passage, but it was a narrow one, given the wall of ice that had advanced all the way to the 
49th parallel. The PAC sped into Lorraine to find a small but resilient EU company holding a section of the Maginot Wall in 
Verdun. The A8 Tiger main battle tank more than held its own against the newer Type 32 Nekomata hover tank, allowing 
the EU to hold the positions for almost a month. 


Valley Farm 


Glacier Rim 









Western Farm 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


Eastern Farm 


HI 


As in the 16-player battle, the EU 
needs to capture and hold just two 
of the neutral control points to bleed 
the PAC team’s tickets. Rush the village first, dropping 
a squad leader on the Church using the UD-6 Talon. The 
squad can use the L-5 Riesig spawned at the Church 
to defend the village. Secure the Valley Farm with 
one of the MK-1 5 Bandits spawned at the Western 
Farm. Forfeit the Hillside Farm altogether and focus on 
defending the Church and Western Farm. Pack these 
two control points and the surrounding areas with 
infantry squads, tanks, and battle walkers. While the 
ground units defend, use the UD-6 Talon for close air 
support, targeting the PAC’s Type 32 hover tanks and 
its T-39 battle walker. Hold out at the Church and Valley 
Farm for the rest of the battle to secure a victory. 


VERDI IN 




The PAC team can gain the upper 
hand by consolidating forces in the 
village and eastern valley. Start by 
rushing the Church with the Type 4 Doragon, dropping 
at least one player for the capture. Use the remaining 
vehicles at the Eastern Farm to capture the Hillside Farm 
and reinforce the Church. Keep at least one tank and one 
battle walker at each control point for defense. Assign 
infantry squads to each control point, too, ordering them 
to stay on defense, mostly with engineer and support 
kits. Thin out the EU offense by knocking out its tanks and 
battle walker with the Type 4 Doragon. Consider using the 
BTR-4 mortar to bombard the EU troops as they spawn at 
the Valley Farm. Maintain the defensive line at the Church 
and Hillside Farm and continually drain the EU ticket count 
till the end of the battle. 








Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


Hililani Camp 


This large battle features six neutral 
control points, and the EU must 
capture and hold four of them to bleed 
the PAC ticket count. Use the damaged Maginot Wall 
dividing the valley as a front line while occupying the 
western valley control points. Rush squad leaders to the 
Church, Valley Farm, and Guard Gate using the UD-6 
and UD-1 2 — these are the front-line positions. Move the 
remaining vehicles from the Mansion east to capture 
the Western Farm and to reinforce the three front-line 
control points. Defend these vital positions with tanks 
and battle walkers while infantry cover the eastern valley 
from the Maginot Wall and its towers. Use the UD-6 
to patrol the wall’s multiple breach points, stopping 
any breakthrough attempts. Continue reinforcing the 
front with fresh vehicles spawned at the Mansion and 
Western Farm. Hold the north-south line as long as 
possible to maintain an edge over the PAC team. 


'M 


If the PAC captures and holds the 
two neutral control points in the 
eastern valley, they only have to 
capture two more near the Maginot Wall to impose a 
drain on the EU ticket count. Start off by rushing troops 
to the Guard Gate, Church, and Hillside Farm in the 
Type 4 and BTR-20. Of the three central control points 
positioned near the Maginot Wall, the Guard Gate and 
Church benefit the PAC the most, each producing a T- 
39 Bogatyr — the Valley Farm spawns no battle walkers 
for the PAC. Capture the Eastern Farm with ground 
vehicles from the Military Camp, then move them west 
to reinforce the Church, Hillside Farm, and Guard 
Gate. The Church and Guard Gate are likely to face the 
stiffest resistance, so keep them well supplied with 
tanks and battle walkers at all times. But leave squads 
at the Hillside and Eastern Farms too, to defend against 
airborne and other breakthrough attacks. 








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copying or downloading expressly prohibited. 



MANSION 






64 Player Only 



Ell 


• Western Farm 



Positioned on high 
ground at the 
western map edge, 
the Mansion serves 
as the EU base in 
the 64-player battle. 
EU players spawning 
here have several 
vehicles to choose 
from, including a UD-I 
and a UD-12, which 
should be used to 
drop troops on distant 
control points like the 


Mansion Assets 


Ell Control 16 Plauer 

32 Plauer 

64 Plauer 

MH-1S 

— 

S 

HVM-2 

— 

2 

68 

— 

3 

UD-6 

— 

1 

UD-12 

— 

1 

Orbital Slrihes — 

— 

2 

UHV Unit 

— 

1 

Radar Station — 

— 

1 

Railnun 

— 

1 

RD Turret 

— 

1 


These air units can 
also return here to rearm 
and repair at the site’s two 
landing pads. 

Attack 

Sabotage and vehicle theft 
raids are the only viable 
reasons to attack the 
Mansion. Hitch a ride on an 
air transport and drop in 
from above to infiltrate the 
facility. If no air units are 
readily available, rush in with 
an FAV, but stay off the main 
paved road to avoid outgoing 
EU traffic. Once inside, move 
around on foot to avoid 
drawing attention. Slap some 

demo packs on the EU commander’s assets and make your 
getaway. If your team holds all the control points, avoid 
laying siege to this base. The lower open terrain to the east 
offers little cover, allowing defenders at the Mansion to pick 
off attacking units at long range. It’s better to hold back at 
the western control points and defend. 



The Mansion’s location is its best defensive feature. 
Defenders here have a commanding view of the valley to the 
east, allowing them to spot any incoming threats. Since air 
assaults are the most common, don’t stray too far from 
the base’s two AA turrets, on the northern and southern 
flanks. The railgun’s view is obstructed by a large boulder 
to the east, so consider using an engineer’s rocket launcher 
to engage any vehicles approaching along the main road. 
Vehicle attacks are rare, so don’t bother placing mines 
along the road — you’re more likely to kill a teammate. 

WESTERN FAR M 


n n _ n j n k ni a# 



32 ond 64 Ployor 



EU [32 Plaijer]/ 

• Mansion 


Neutral [64 Plaijer] 


• Valley Farm 

■ ■ i 

J- # 


The Western Farm 
is the EU base 
in the 32-player 
battle, providing 
it with most of its 
tanks and its only 
UD-6 Talon. In the 
64-player battle this 
farm is neutral, but 
still within the EU’s 
zone of control in 
the western valley. 

In this larger battle, 
the EU team gains 
one extra A8 Tiger 
over the PAC’s 
single Type 32 
IMekomata. Plus, the control 


Western Form Assets 


HH-15 

UflZ-8 

3 2 

HVM-2 

BTR-4 

1 1 

68 

Tune 32 

2 2-1 

L-S 



1 

UD-6 



1 

Orbital Slribes 



2 

UHV Unit 



1 

Radar Station 



1 

Railuun 

Railouo 

2 2 

66 Turret 

66 Turret 

1 1 

*EU Control Onlij 



point spawns an L-5 Riesig — 
no battle walkers spawn here 
for the PAC team. In both 
battles, the landing pad is 
operational, allowing friendly 
pilots to drop in for quick 
repairs and rearmament. 

Attack 

The best way to approach the Western Farm, which is 
located deep in EU territory, is by air. Fly in from either 
the north or south and stay low, using the nearby trees 
for cover. If going for the flag in the 64-player battle, 
commandeer a tank or APC while camping the capture 
radius. If no armored vehicles are available, drop prone 
among the crates surrounding the flagpole for cover 
and concealment. This base can’t be captured in the 32- 
player battle, but stealing vehicles and sabotaging the EU 
commander’s assets is a good way to apply some extra 
pressure. 











Be careful when crossing the river betiueen the Western and Valley Farms — it is deeper 
than it loohs. Use the northern bridge or the turn shallow river fords to the south uihen 
crossing to avoid flooding your vehicle. 


VALLIY FARM 


Dll 

EU pG Player]/ 
Neutral [32 and 64 Player] 


• Western Farm 

• Western Outsorts 

• Church 

• Guard Gate 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


Attack 

Always attack the Valley 
Farm from the west to 
avoid getting targeted by 
the defensive weapons 
positioned to the east. The 
wide northern entry point 
isn’t bad either, but watch 
out for the AA turret in the 
courtyard. Once inside the 
courtyard, scan its eastern 
side for mines or demo packs 
before rushing toward the 
flag. If on foot, hide behind 
the metal barrels next to 
the flag pole or along the 
southern side of the nearby 
house to stay out of sight 
during the conversion process. Otherwise, park your vehicle 
next to the flag and wait it out. 

Defend 

While the surrounding buildings provide some protection, 
they also limit visibility, often making it difficult to spot 
attackers until they’ve infiltrated the courtyard. Unless you 
have enough team members to cover the perimeter, defend 
from within the courtyard, focusing on the flag. Scatter 
mines or demo packs within the flag’s capture radius to 
prevent vehicle rushes. Once the traps are placed, back 
off and watch the flag — climb the white storage tank to the 
south for a good view. The AA turret has a good view of the 
flag as well, and can blast infantry, FAVs, and, of course, 
air units. 


Volley Form Assets 


In the 16-player 
battle, the Valley 
rm is the EU’s 
as it struggles 
for control of the 
nearby village to the 
northeast. But in 
the larger battles, 
this control point 
is up for grabs and 
is likely to change 
hands several 
times. Still, this 
farm benefits the 
EU team the most, 
providing an extra 

A8 Tiger in the 32-player battle and an additional L-5 Riesig 
in the 64-player battle. 


MH-15 

UAH 

1 

2 

flVM-2 

1 

— 

— 

A8 

Tune 32 

1* 

1 

L-S 

T-33 1 

1 

1* 

Orbital Strikes 

2 

— 

— 

URV Unit 

1 

— 

— 

Radar Station 

1 

— 

— 

Railaun 

Railoun 1 

2 

2 

RR Turret 

RR Turret 

1 

1 


*EU Control Only 


Defend 

Like the Mansion, the 
Western Farm sits on 
a slope overlooking the 
western valley, giving 
defenders a clear view. Man 
one of the two railguns to 
blast traffic advancing along 
the main road — the eastern 
railgun has a good view of the nearby Valley Farm, too. 

Air attacks are most common, but the AA turret’s view is 
partly obstructed by the surrounding trees. If air attacks 
are a problem and the AA turret isn’t effective, consider 
jumping in a tank and using its turret machine gun to fend 
off air units. 






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copying or downloading expressly prohibited. 

GUARD GATE 


84 Player Only 
Neutral 


• Valley Farm 






Guard Gate Assets 


MH-15 

unz-8 

1 

L-S 

T-39 

1 

Railoun 

Railoun 

2 

HU Turret 

flfl Turret 

1 


The Guard Gate is 
available only in the 
64-player battle. 

It’s located in the 
center of the map, 
near the southern 
boundary. Both 
teams have an even J 
chance at capturing 
this control point, each 
gaining a valuable battle 
walker if successful. The flag 
is positioned on the wall, just 
above the gate. Therefore it 
must be captured by infantry 
or a hovering aircraft. 

Resell 

The Guard Gate is 
surrounded by open terrain, 
so always approach in a 
vehicle from the east or 
west. Before stepping out, 
scan the wall and nearby 
tower for defenders. The top 
of the wall can be accessed 
via a damaged catwalk that 

acts as a ramp on the eastern side, or via the ladder and 
staircase on the western side. There are no good hiding 
spots within the capture radius, so make sure the area is 
clear of enemies before approaching the flag. Although it’s 
possible to convert this flag while hovering above it in an 
aircraft, this isn’t recommended — you’ll be a magnet for 
incoming rocket and missile fire. 

Defend 

The elevation of the wall and nearby tower gives defenders 
great views of the eastern and western approaches. Take 
up elevated positions and equip engineer or recon kits to 
engage incoming vehicles and infantry at long range. The 
eastern and western railguns on the ground have excellent 
long-range views too, perfect for pounding incoming tanks 
and battle walkers. Even more effective is the elevated AA 
turret on the western side, capable of downing enemy air 
units in all directions — a highly prized seat for players looking 
to shoot down enemy aircraft. If defending alone, booby- 
trap the narrow capture radius with demo packs or anti- 
personnel mines, then take cover in the northern tower. 


This small control 
point appears only 
in the 1 6-player 
battle, serving 
mostly as a spawn 
point on the southwestern 
edge of the village. The EU 
team has the best chance of 
capturing this control point 
early, because of its close 
proximity to the EU’s Valley 
Farm base. But the cramped 
conditions can make it 
difficult to defend, giving the 
PAC more than a fair chance 
of taking it away. 


Western Outskirts Assets 
EU Control PAC Control 16 Plauer 3B Plauer 64 Planer 
Railoun Railouo 1 — — 


Attack 


If available, use a battle 
walker or APC to soften 
up the Western Outskirts 
before moving in for the 
capture — especially if this 
is the enemy’s only control point in the village. Large 
concentrations of enemy infantry are easily downed by 
the battle walker’s cannons or the APC’s mortar. Vehicles 
can convert the flag by parking in the small courtyard to 
the west or the narrow street to the east. If attacking on 
foot, hide inside the damaged house to the south while 
converting the flag. 


When defending, expect heavy infantry attacks from the 
east or EU vehicle attacks from the west. Reinforce the 
flag’s capture radius with demo packs while placing sentry 
guns in the eastern street or courtyard. The railgun is 
located in the eastern street but lacks a good long-range 
view, which often leads to point-blank duels — usually won by 
APCs or battle walkers. If manning the railgun, take a shot 
and run for cover. The damaged house south of the flag is a 
great hiding spot to defend and contest the flag from. Use 
the upper floor as a sniping perch to watch the eastern or 
western avenues of attack. For an even better view, climb 
the nearby tower to the south. 








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copying or downloading expressly prohibited. 


EASTERN OUTSKIRTS 


Eastern Outskirts Assets 




The Eastern 
Outskirts is 

another i6-piayer- EU Control PACContfol 16 PlauGf 32 Plauer 64 PlauEi 

only control point RflilOUIl RflilOUn 1 — — 

located in the 

village. With the Glacier Rim 
located across the open 
field to the northeast, the 
PAC team can easily claim 
this site early in the battle 
by rushing it with an APC 
or battle walker. But PAC 
troops will need to defend it, 
too, as the EU attempts to 
dominate the village. 

Htroch 

Attacking the Eastern 
Outskirts is similar to 
assaulting its western 
counterpart. Rush it with a 
battle walker or APC while 
peppering it with cannon or 
mortar fire to eliminate defenders seen or unseen. Convert 
the flag from the small eastern courtyard or the road to 
the west. When attacking on foot, flank the control point 
from the south, using the damaged house for cover and 
concealment while converting the flag. 


It’s best to babysit this control point from a distance. 

But before backing off, leave some demo packs or mines 
around the control point. Retreat to the wall or tower 
to the south and use an engineer or recon kit to blast 
attackers at long range. The railgun in the nearby street 
is useful for ambushing APCs or battle walkers advancing 
from the west, but don’t expect to knock them out unless 
they’re already damaged — or unless you live long enough to 
fire more than one shot. 


CHURCH 


i 

i- 

kjr vJ 

• Valley Farm 

• Western Outskirts 

• Eastern Outskirts 

_ *011151116 Farm __ 

P- r 

Church Assets 

EU Control PflC Control 16 Plauer 32 Player 64 Plauer 

MH-1S 

URZ-B — 1 1 

08 

Tuue32 — — 1 

L-S 

1-30 — 1 1 

Rallaun 

Rallaun 1 1 1 

00 Turret 

00 Turret — 1 1 


The Church is the 
focal point of much 
of the action in 
all three battles. 

This control point 
sits at the center 
of the village, and 
fighting around it is 
often dominated by 
infantry, using the 
narrow streets and alleys to 
outmaneuver and ambush 
tanks or battle walkers. But 
its central location isn’t the 
only draw. In the 32- and 64- 
player battles, the Church 
spawns a battle walker, 
making this control point 
an enticing asset for both 
teams. 


Avoid attacking the Church 
in large heavily armored 
vehicles, like APCs, tanks, 
battle walkers, unless 
u have infantry support, 
u’ll need their eyes and 
firepower to locate and rout any defenders hiding among 
the nearby buildings. It’s best to assault the Church on 
foot, infiltrating the village from the south and advancing 
along the wall. Enter the Church’s courtyard from the 
south, bypassing the high-traffic eastern and western entry 
points. In the 32- and 64-player battles, the flag can be 
converted from the alley south of the courtyard. 


linlfMlinlm 


16 Player Only 
Neutral 


Predicting the direction of incoming attacks on the Church 
is difficult, so guard the flag from a distance. The wall and 
tower to the south are perfect cover positions, providing 
an excellent view of the entire courtyard and flag. From 
these elevated positions it is also possible to cover the 
adjacent roads, dropping attackers before they even reach 
the Church. For added defense, consider dropping some 
demo packs around the flag. But don’t mine the eastern or 
western entry points, especially in the 32- and 64-player 
battles — your teammates need to use these points when 
exiting with one of the Church’s spawned vehicles. 





Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


GLACIER RIM 


16 Player Only 



PHC 


• Eastern Outskirts 

The Glacier Rim 
appears only in the 
1 6-player battle, 
serving as the PAC 


Glacier Rim Assets 

PFIC Control 16 Plauer 32 Planer 64 Plauer 

BTR-4 

1 

base. In addition 

T-39 

1 

to containing the 
PAC commander’s 
assets, this base 
also produces a 
BTR-4 Romanov 

Orbital Strikes 

2 

unv Unit 

1 

Radar Station 

1 

Railnun 

1 


and a T-39 Bogatyr. 

Both vehicles should he used 
to rush the village control 
points early in the battle. 

Attach 

Attack the Glacier Rim only 
if the PAC forces already 
have a presence inside the 
village. Otherwise they’ll be 
using their base to spawn, 
significantly reducing 
your chances of staging a 
successful raid. Approach 
on foot or in an APC. The 
PAC commander’s assets 
are all clustered around the 
buildings, making them easy 
to access and sabotage. 



Consider waiting around and stealing the T-39 Bogatyr 
when it spawns, too. Denying the PAC its battle walker can 
greatly impact the battle inside the village, tilting the odds 
in the EU’s favor. 


Defend 


Leave at least one teammate behind at the Glacier Rim to 
watch over the vehicle spawns and commander’s assets. 
When defending here, man the railgun to the south to spot 
any incoming attackers. This railgun can also help reinforce 
the Eastern Outskirts, slicing into enemy APCs and battle 
walkers at long range. The open field to the southwest 
offers little cover for attackers, so be sure to spot and 
eliminate them before they advance to close range. 



32 and 64 Player 
Neutral 


• Valley Farm 

• Nilifarii Camp 




In terms of assets, 
the Hillside Farm is 


Hillside Form Assets 


Farm, producing 
the same units. All 
the vehicles are 
spawned in a large 
open courtyard. 

But this control 
point benefits the 
PAC more than it 
does the EU, producing an 
extra tank in the 32-player 
battle and a battle walker 
in the 64-player battle. 

These additional vehicles and 
the farm’s position in the 
eastern valley give the PAC 
a good chance of holding the 
Hillside Farm for most of the 
battle. 


MI-15 

UAZ-8 

1 2 

R8 

Tune 32 

1* 1 

L-S 

T-39 

1 1* 

Railnun 

Railoun 

2 2 

RR Turret 

RR Turret 

1 1 


' PHC Control Only. 


Attach 

Flank the Hillside Farm from 
the east or south to avoid 
the northern- and western- 
facing railguns positioned 
outside the courtyard. At the 
very least, use an FA V when 
rushing in from the north or 

west, swerving to frustrate the aim of defenders. During 
aerial assaults, exploit the AA turret’s blind spot by flying 
in from the east. Once in the courtyard, steal any vacant 
tanks or battle walkers before rushing the flag — knock 
out the AA turret while you’re at it. If no heavily armored 
vehicles are available, hop over the low L-shaped wall 



surrounding the flag and drop prone to hide. 



■ 







Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


Defenders at the Hillside Farm have an awesome view of 
the heavily damaged Maginot Wall to the north and west. 
Use the railguns, a tank, or an engineer’s rocket launcher 
to fire down on any vehicles advancing through the wall’s 
breaches near the Church or Guard Gate. The AA turret on 
the eastern edge of the courtyard has a good view of the 
surrounding airspace as well as the flag. Man it to blast 
infantry or FAVs that manage to infiltrate the courtyard. 

For added security, reinforce the flag with some demo 
packs or anti-personnel mines. 


For a good distant cover position 
at the Hillside Farm, take to 
the rooftop of the southern 
building. On the south side of this 
structure is a white storage tank. 

Climb the storage tank’s ladder, 
then hop over to the roof. Stay 
behind the roof’s peak for cover and concealment while 
watching the flag to the north. 

EASTERN FARM 


E* „ wl El \iit 

jc 300 bi rmljer 

• Hillside Farm 

PHC [32 Planer]/ 

• Guard Gate 

Neutral [E4 Player] 

- ■■ »-*i F*- T * - r**' 

n/E a ^ Can,p .. 


The Eastern Farm 
is the PAC base in 
■the 32-player battle, 
Ispawning the bulk of 
lits tanks and its only 
'Type 4 Doragon. In 
many respects, this 
control point is like 
the Western Farm, 
complete with a 
landing pad, similar 


Eastern Form Assets 


NH-15 

URZ-8 

3 

2 

flVM-2 

BTR-4 

1 

1 

H8 

Tune 32 

2 

1-2 

— 

T-39 

— 

1 

— 

Tuoe4 

1 

— 

— 

Orbital Strikes 

2 

— 

— 

UflV Unit 

1 

— 

— 

Radar Station 

1 

— 

Railoun 

Railaun 

2 

2 

nn Turret 

flfl Turret 

1 

1 


elevated view of the 
adjacent valley. But 
the Eastern Farm 
benefits the PAC 
team most even 

when it’s neutral in the 64-player battle, providing two Type 
32 IMekomatas and a T-39 Bogatyr — the control point spawns 
only one tank and no battle walkers for the EU team. 


*PflC Control Only 


Attach 

When attacking from the 
west, rush the Eastern 
Farm with an FAV, advancing 
along the southern dirt road 
passing through the Guard 
Gate. At the T-intersection 
just east of the control 
point, keep moving east, 
racing up the snow-covered 
slope. Veer north to flank 
the Eastern Farm, entering 
near the collection of five 
gray containers. Inside the 
courtyard, grab a vacant 
tank or battle walker to 
convert the flag in the 
64-player battle, or toss 
some demo packs on the PAC commander’s assets in the 
32-player battle. If attacking by air, fly in along the map’s 
southern boundary to stay out of the AA turret’s line of 
sight. 

Defend 

The paved road to the north and the dirt road to the 
west are the major avenues of attack for ground units 
advancing on the Eastern Farm. These two roads converge 
at an intersection to the northwest, within view of both 
railguns. But defending engineers should deploy outside the 
courtyard to score hits on approaching vehicles at greater 
distances. The low wall running along the paved road to 
the east provides excellent cover for infantry guarding 
the eastern valley. Man the AA turret if air attacks are 
a problem or if enemy units manage to infiltrate the 
courtyard. 

MILITARY CAMP 


mr* 

G4 Player Only 


PRC 

• Eastern Farm 




Located near the encroaching glacier on the eastern edge 
of the valley, the Military Camp serves as the PAC base 
in the 64-player battle. Like the Mansion to the west, this 
large base produces many vehicles, including the PAC’s 
only air units spawned on the two landing pads. Players 
spawning here should wait a few seconds for teammates to 
load into vehicles before driving or flying off, because it’s a 
long walk to the Eastern Farm and other control points. 







VERDUN 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


Before setting off PRC Control 16 Planer 35 Player 64 PlaoE 

to raid the Military 5 

Camp, hitch a ride in Z7T I 

LJ I H I G 

an air transport or 

commandeer an FAV. ^ip 32 ZZ ZZ 1 — 

MK-1 5s and UAZ-8s TUPe4 — — 1 

are the only ground [ffR-20 — — ]_ 

vehicles capable of Orbital — — j 

speedily climbing the yg . 

steep slope leading to ; 

the base. But dropping Ballaf Wioa — = = !— 

in from the air is the HflilQUH — ZZ !_ 

best option to quickly flfl TUffGl - — — 2_ 

and covertly infiltrate 

the base. Fortunately, the PAC commander’s assets are 
tightly clustered, making the sabotage job much easier. 

Set your demo packs and choose a vehicle for your escape 
Grab a Type 32 IMekomata and try assaulting the Eastern 
Farm on your way down the slope. 


Expect most attacks to 
come from the air. The 
western AA turret (near 
the radar station] has an 
amazing view of the valley 
and is capable of downing 
any incoming aircraft as far 
away as the Eastern Farm. 

If ground attacks are a 
problem, use one of the Type 
32 IMekomatas to guard the 
main road leading into the 
base. This is the only viable 
route up the steep slope, so 
camp this road west of the 
base and blast any attackers 
at long range. 


Despite being significantly outnumbered, the EU forces at Verdun were able to severely deplete the invading PAC divisions. 
This effort was due in large part to the EU’s ability to infiltrate and destroy PAC Titans before they could distribute troops 
and supplies to the front lines. Soon, the PAC matched these efforts, inflicting similar damage to its EU Titan counterparts, 


UBZ-8 

5 

BTR-4 

2 

Tune 32 

3 

Tie 4 

1 

BTR-20 

1 

Orbital Strikes — 

2 

URV Unit 

1 

Radar Station — 

1 

Railoun 

1 

RR Turret 

2 





Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 



r — -- Once again, the Mansion 

serves as the EU base 
during this Titan battle. EU 
players spawning here or 
on the Titan above should 
I use the vehicles to rush Silo 
HL 4 at the onset. The AVM-2 
Jh Groundhog’s pod launchers 
are within range of Silo 4 
too, allowing for a quick pod 
assault. In this mode, the Mansion has no air defenses, so 
consider holding back a teammate or two to watch over the 
vehicles and commander assets. The Titan can watch the 
base, but its weapons are more effective when defending 
one of the nearby silos. 


Drop the PAC Titan’s shields quickly 
by occupying all three central silos 
positioned along the Maginot Wall. 

Get the UD-6 and UD-12 airborne immediately and drop 
squad leaders at Silos 1, 2, and 5 while ground vehicles 
rush east from the Mansion to reinforce the center, 
capturing Silo 4 along the way. Focus most manpower 
at the three central silos while the EU commander 
covers Silo 4 with the Titan. Hold as many of the central 
silos as long as possible, counterattacking if necessary. 
Once the PAC Titan’s shields are down, shift a couple 
of squads to offense, ordering them to assault. During 
the Titan assault, maintain a presence on the ground at 
Silos 1, 2, and 4. If the EU Titan’s shields fail before the 
PAC Titan is destroyed, shift all ground units to the EU 
Titan for defense. 


SILO 1 


Minim 


Capturing the central silos early and 
holding them is the key to gaining an 
advantage in this Titan battle. Rush 
Silos 1, 2, and 5 with the Type 4 and BTR-20, dropping 
troops at each to quickly get three missiles launched 
toward the EU Titan. Meanwhile, use the BTR-4 at the 
Military Camp to launch a squad west to capture Silo 
3. Dig in at the central sites while reinforcements rush 
in with tank and APC support from the Military Camp — 
move the two Type 32s to Silo 5 to help the T-39 defend. 
Hold the line at the Maginot Wall till the EU Titan’s 
shields are down. Pull a squad or two away to assault 
the EU Titan while still holding at least three silos on the 
ground. But as usual, keep an eye on the PAC Titan’s 
shields and be prepared to call ground troops back to 
defend if necessary. 


Located to the south, at 
the Guard Gate, Silo 1 is 
i one of three silos positioned 
# along the Maginot Wall at 
the map’s center. The tank 
^ spawned here is great for 
»-■' engaging enemy targets at 

silos, so put this one to good 

i assets are identical to the 

ones in conquest mode, 

including the elevated AA turret — this turret still has the 
best view on the map. 


MANSION St Eli TITAN 

Mansion/Titan Ossets 

EU Control Unit Count 


silo a 


• Silo 4 


MI-15 

UflZ-8 

1 

08 

Tuoe 32 

1 

Railaun 

Railaun 

2 

88 Turret 

88 Turret 

1 


HK-1S 

UflZ-8 

1 

88 

Tune 32 

1 

Railaun 

Railaun 

2 

88 Turret 

88 Turret 

1 


Jr “• 

pi 1^1 

3 " i 




mrm 






er- 


bwUIjM 


• Silos 3-5 


EV™ 







VERDUN 


Protected by copyright. Unauthorized or unlawful ^ 

copying or downloading expressly prohibited. 

■ Silo 2 is positioned at the 

north end of the Maginot 
Wall, in the Church’s 
courtyard. While the tank 
spawned here can help hold 
down the site, it’s better off 
outside the village, engaging 
enemy tanks or battle walkers 
at long range. Instead, rely 

~ on infantry to hold down this 

site, using the nearby wall or 
, tower as a cover point. The 

railguns outside the courtyard 
^ | are perfectly positioned to 
' * cover the adjacent streets 
f if anc * entry points, but don’t 
|n I j ex P ect t0 9 et more than a 

couple of shots off. 


SILO 4 


Silo 4 is located at the 
Western Farm. Since the silo 
sits just east of the Mansion, 
it falls well within the EU’s 
zone of control. Like Silo 3, 
the site spawns a single APC 
and a couple of railguns, and 
is equipped with a landing 
pad. The APC spawned here 
is useful for launching pod 
attacks on Silos 1 or 5, as 
well as the nearby EU Titan. 
When defending, use the 
site’s elevation to scan the 
western valley for incoming 
threats. The eastern railgun 
has a great view, capable 
of puncturing targets as far 
away as the Valley Farm. 


SILO 3 




launching from the APC’s pod 

r launchers. The site’s landing 

pad is a welcome sight to 
pilots, too. No heavy vehicles 
i (£££■' __ are spawned here, so the 

^ PAC should consider moving 
its Titan over this site for 
F defense. But attentive 

infantry defenders can make 
a stand here, too, using the 
two railguns and the elevated view of the eastern valley to 
eliminate enemy units at long range. 


H 1 , *3 Silo 5 is positioned on the 

« I ™ ' eastern side of the Maginot 

* i Wall, not far from the Hillside 
F Farm. It spawns the map’s only 
battle walker, making it one of 

x the most valuable sites for both 

teams. Its popularity is also 
fueled by its central position, 
surrounded by all other 
^ silos. Whether attacking or 
jjm T »t defending, never underestimate 
I the effectiveness of the 
f site’s defensive weapons. 

The railguns on the northern 
and southern flanks have 

great angles on the nearby silos and can nail incoming tanks 
at impressive distances. The AA turret near the silo has good 
coverage of the surrounding airspace too. But if the manpower 
isn’t available to hold this site, jump in the battle walker and 
move to a more defensible position, preferably Silo 3 or 4. 


MH-15 

URZ-B 

1 

L-S 

T-39 

1 

Railaun 

Railaun 

2 

DU Turret 

HR Turret 

1 


RVM-2 

BTR-4 

1 

Railaun 

Railaun 

2 


HVM-2 

BTR-4 

1 

Railaun 

Railaun 

2 






The Military Camp is the 

r PAC’s base during this 

Titan battle, producing 
the bulk of its vehicles. 
Players spawning here can 
immediately assault Silo 
4 using the BTR-4’s pod 
launchers. In addition to 
rushing the nearby silos at 
the start of the battle, these 
vehicles should be used throughout the conflict. The Type 
32 IMekomata hover tanks are particularly effective in the 
open terrain of the eastern and western valleys — especially 
if the EU takes control of the battle walker at Silo 5. 





Commander: Choose an engineer kit and issue 
orders from your team’s base or Titan, using 
defensive weapons to fend off raids, and the 
blowtorch to conduct repairs. In the Conquest 
battles, make sure your team captures and holds 
a majority of the control points to impose a drain 
on the opposing team’s tickets. Provide your squad 
leaders with supplies and UAV support upon their 
request. 

Squad Leader: At the start of battles, use air units 
to quickly reach distant control points like the 
Church or Guard Gate. Once on the ground, order 
your squad to spawn on you. Maintain a presence 
near the Maginot Wall at the map’s center by 
deploying a spawn beacon. 

Recon: Climb the Maginot Wall’s towers and snipe enemy 
infantry in the eastern or western valleys. These towers 
are great observation posts, allowing you to relay 
targeting information to friendly APCs and aircraft for 
mortar and air strikes. 

Assault: Choose this kit when operating in and around 
the Church. Med kits, a defibrillator, and the shotgun 
upgrade all come in handy during these close-quarter 
firefights. Opt for the heavy body armor, too. 


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copying or downloading expressly prohibited. 


Engineer: Keep your team’s tanks and battle walkers in top 
shape. Consider driving around in an FAV and conducting 
repairs at frontline positions. In the open valleys, find an 
elevated position and pound enemy vehicles with rockets 
at long range. 

Support: The machine guns, shotgun, and sentry gun are 
very effective in the close quarters of the village, as well 
as on the Titans. Bring along some EMP grenades to 
help disable tanks and battle walkers. When defending, 
drop ammo where the squad, especially the engineers, 
can reach it easily. 


KE¥ CHOKE POINTS 


At one time the Maginot 
Wall divided this tranquil 
farming valley. But the wall 
has suffered heavy damage 
during the battle, reducing 
entire sections to rubble. 
Ground vehicles moving 
from east to west must 
navigate through one of 
four major breach points. 
The channeling of ground 
traffic through these narrow 
openings creates some 
great ambush opportunities. 
Engineers can shut down these breaches with mines or by 
firing rockets at passing vehicles — preferably from the wall 
or one of its towers. Or try hiding a tank on one side of the 
wall and blindside enemy vehicles with a side or rear hit as 
they drive through. But before camping a breach, monitor 
the enemy’s positions to best predict the high-traffic areas. 
The two breaches near the Church are very popular. 

Western River 

This unassuming river in the 
western valley doesn’t look 
like much, but it can be a 
major headache for EU ground 
forces in the 32- and 64- 
player battles if properly used 
by the PAC. As mentioned 
earlier, there are only three 
crossings; the bridge to the 
north and the two shallow 
river fords to south. If the 
EU is pushed back to the 
Western Farm or Mansion, all its ground vehicles must cross 
this river to reach the eastern control points. The PAC team 
can prevent such advances by defending the three river 
crossings with mines, demo packs, tanks, or battle walkers. 
But the river isn’t completely impassable — infantry can swim 
across and aircraft can fly over, so don’t focus all manpower 
on defending this choke point. 


Hide behind rhe luoII for conceolmenr mhile 
setting up ambushes at the breach points. Use the 
element of surprise to score bits on vulnerable 
areas, like the battle ujalHer s legs or Hnee joints. 



If the EU is isolated to the ruestern valley, bold 
them at the river bg guarding the three river 
crossings, including this bridge to the north. 






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copying or downloading expressly prohibited. 


Tanks ore essential in this battle, so keep a 
fresh supply at the central control points or silos, 
even if it means spanning at pr base 
and driving them to the front. 


VERDUN 


LOGISTICAL CONSIDERATIONS 

In both the Conquest and Titan battles, the action in Verdun eventually comes down to 
holding control points or silos. During these defensive situations it’s important to keep 
your team fully supplied and repaired, especially at the high-traffic central control points 
and silos. Infantry squads should be self-sufficient, supplying themselves with ammo and 
first aid. Vehicles must rely on supply drops from the commander and engineers to keep 
them repaired. Air power is also a big factor in this battle, so keep these units in the fight 
by repairing them on landing pads located at the Mansion, Western Farm, Eastern Farm, 
Military Camp, or the Titan hangars. Constantly reinforce hotly contested sites like the 
Guard Gate, Church, or Silo 5 with fresh tanks and battle walkers spawned nearby or at 
the team’s base. Don’t let these valuable units sit idle in the rear while your teammates are 
dying on the front lines! 


VERDUN TESTER TIPS 


16 Player 


EU & PAC: It is vital for the both teams to establish a 
foothold within the village as quickly as possible and 
maintain that foothold throughout the round. For the 
EU, the closest control point is located in the Western 
Outskirts. The PAC should go for the Eastern Outskirts. 
Each team should capture these perimeter points early 
and dig in. Next, the teams should split up, half staying 
on defense while the other half attacks the Church, 
preferably with the support of the battle walker. Make 
good use of the APC, as soldiers on foot take much longer 
to reach the village. 


32 & 64 Player Conquest 


EU Control of the old wall is the key to success for the 
EU on this map. If the EU can get control of both control 
points west of the wall, it can easily hold the PAC units 
back and win the battle. Use fast transports such as FAVs 
to get to the Valley Farm, Church, and Guard Gate quickly. 
The gunship should go across the wall and prepare to take 
out any heavy vehicles that the PAC forces have coming 
toward the wall. Once these control points are safe, set 
up defense lines along the wall to close the PAC out. 

Use the air transport to launch attacks across the wall, 
cutting off the PAC reinforcements. 

PAC: The wall shelters three control points on the opposite 
side of the PAC base. The PAC team has to be quick to 
establish control on the other side of the wall. If the EU is 
allowed to set up defenses along the wall, the PAC team 
has a hard time getting back in the fight. So the PAC 
should use the FAV, the air transport, and the gunship 
to secure the Church control point quickly, before the 
EU does. Also, try to get control of the Guard Gate. 

This blocks EU access to the eastern parts of the map. 

The Hillside Farm is also essential; there you gain battle 
walkers and tanks useful for pushing the EU team back. 


Titan Mode 


EU As the majority of the missile silos are situated on the 
eastern side of the wall, the EU must be quick in getting 
control of the silos and must defend them hard. Even though 
it spreads the team out, the easiest points for the EU to 
defend are the Church and the Guard Gate. Go for these 
points and secure them. Position the Titan between these 
two silos but farther west to allow for quick attacks, using 
assault pods on the control points should you lose them. 

PAC: The PAC team has an advantage in the missile silo 
situated by the barn on the eastern side of the wall. Even 
though it’s pretty much in the open, the EU has a hard 
time getting heavy vehicles up to that point. Secure the 
nearby missile silo and move down to the barn, then try 
to take control of the Guard Gate silo and dig in. Position 
your Titan between these two points and use the ground 
cannons to lay suppression fire on any attackers advancing 
toward these silos. 


Westarn&Eastarn Outskirts [16 Player Only] 

FEATURES: Open fields in back leave it open for attack from the 
Valley Farm. 

ATTACK: Attack these points on a broad front. Make sure to 
use the battle walker as a support vehicle in the attack. 
Fully encircle the control point, because the ruined village 
easily allows for enemies to bypass your ranks and take 
control points to the rear. Use the cover of the houses for 
your attack, avoiding the open fields in the back. 

DEFEND: Set up a broad defense line deeper inside the village, 
in front of the control point. Use mines to block off vehicle 
access to the flag. 






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copying or downloading expressly prohibited. 


Western Form 

FEATURES: A large farmhouse area with landing pads for air 
vehicles. 

ATTACK: As this farm is deep within the EU territory, the best 
way for the PAC team to get control of this point is to 
use quick attacks, either with the help of FAVs or the air 
transport. Make sure that no heavy vehicles are present. 

If they are, take control of them and use them to control 
the area. 

DEFEND: As the farm is open, use mines to block off access to 
the area. The AA turret and railguns here allow for good 
defense against air vehicles and heavy vehicles. 

Volley Form 

FEATURES: Farmhouses surrounded by fields and in close 
proximity of the border wall. 

ATTACK: The farm area is walled in, which makes it hard to 
bring vehicles up to the control point. But the northern 
entrance is slightly broader and not as easy to defend. The 
lack of static weapons covering this entrance makes it the 
best choice to get any heavy vehicles to the control point. 
Attack with vehicles from this entrance, while soldiers 
make use of smaller gates and broken walls to get through 
the defenses. 

DEFEND: Use mines to block off any entrance to the area. 
Defenders should then retreat back from the flag area and 
use the surrounding buildings to defend the flag. Use the 
static weapons covering the western and southern entrances. 

Guard Gate 

FEATURES: A wall and gate with a guard tower. 

ATTACK: As this control point is on the border between the 
east and west parts of the map and pretty open, use heavy 
vehicles when attacking the flag. Take out any enemy vehicles 
and then sweep the area with infantry as defenders may be 
hiding on the guard wall. The gunship should come in handy 
to suppress any infantry hiding on the walls. 

ND: The flag is situated on top of the Guard Gate and is 
accessible only by infantry. The best defense is to stay 
high and out of sight from heavy vehicles. Mining the gate 
also blocks this way through for the enemy. In Titan mode, 
the EU should place mines in the gate area; this blocks the 
PAC team from getting to the missile silo on the western 
side of the wall. The PAC needs to move through the gate 
and set up defenses to the west. Make use of the wall for 
elevated vantage points. 


Born [Titan Only] 


FEATURES: A lone barn set out in the fields. 

ATTACK: Since the area is pretty much open, the best way to 
assault it is by pod-launching from afar. Destroy or take 
control of the battle walker that spawns here. 

DEFEND: Use the battle walker in defending the silo. Man it 
at all times. If it’s lost to the enemy, you’ve lost the flag. 
Mine access to the missile silo. 


Hillside Form 


FEATURES: Farmhouses and barns on a small hill. 

ATTACK: Walls encircle this control point, making it hard to 
attack. Both the north and the west entrance are guarded 
by railguns that cover most of the fields below the farm. 
But the eastern entrance is easier to get through with 
heavy vehicles. The large barn on the south side of the 
farm gives excellent cover for a ground assault team 
moving in on this control point. 

DEFEND: Use mines to block off any entrance to the area. 
Defenders should then retreat from the flag area and use 
the surrounding buildings to defend the flag. Be sure to 
man the static weapons covering the northern and western 
entrances. 

Eastern Form 

FEATURES: Situated at a crossroads high up the hillside 
overlooking almost all of the eastern valley. 

ATTACK: Access to the Eastern Farm is hard, because it lies in 
a steep area. It takes a long time to bring heavier vehicles 
up here. The easiest way to attack the point is to use quick 
attacks, either with the help of FAVs or the air transport. 
Make sure that no heavy vehicles are present. If they are, 
take control of them and use them to control the area. 

DEFEND: The steep hillside is a great defense mechanism in 
itself. Heavy vehicles have a slow drive coming up. The main 
concern is sneak attacks launched with FAVs or aircraft. 
Watch the skies and man the AA turret. Make use of the 
houses and walls for defense, staying clear of the open 
fields in the middle of the farm area. Also, man all vehicles 
that spawn here, or enemies may steal them. 


Church 

FEATURES: Church and low stone walls. 

ATTACK: Soldiers attacking this point should use surrounding 
houses and walls for cover as they close in. In the southern 
end of the churchyard, a broken wall allows for access 
directly into the courtyard while providing good cover. 

DEFEND: Use mines to block off the two entrances to the 
courtyard. A battle walker can easily walk across the 
stone walls, but all other vehicles have to pass through 
the entrances. It is also a good thought to make use of 
the guard tower situated south of the church as a sniper 
position, covering the church grounds and picking off any 
attackers in proximity to the flag/silo. 




Remember, your score and experience mode-up your career points. The score is The accumulation of all points score in each round of game play. Including all dills, control point captures, 
revives, etc. Experience points are attained by earning badges, ribbons, and pins. Each of these auiards is uiortb a pre-set number of experience points. Experience points are not earned 
uiitb medals. 


‘dll rands are subject to change. 





Sergeant Gold 1 

i 

1 

' 


Career Points: S.B5D 
t Unlochs duiarded: 1 


Master Sergeant Gold 1 

* 

i 

' 


Career Points: 4,400 
[ Unlochs Duiarded: 1 






■ Jl 


Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


i 


Chief Petty Officer Silver 

1 Chief Petty Officer Gold 1 

Warrant Officer Silver ] 

Warrant Officer Gold 


Career Points: 8,250 
Unlochs Hiuarded: 1 


Career Points: 9,300 
Unlochs Hiuarded: 1 

□ 

Or' V 

Career Points: 10,400 
Unlochs Huiarded: 1 

□ 

Career Points: 11,550 
Unlochs Hiuarded 1 



Career Points: 12700 
Unlochs Hiuarded: 1 

Career Pote 11000^” 
yJJ Unlochs Huiarded: 1 

Ur 

Career Points: 15,300 
Unlochs Huiarded: 1 

0 



i 


_ 

Captain Silver | 

Captain Gold | 

Maior Silver | 



Career Points: 16700 
Unlochs Hmarded: 1 


Career Points: 18,300 
Unlochs Hiuarded: 1 


Career Points 20,100 



Career Points: 22,100 


& 



iGijgpil 

Career Points: 



Career Points 28,800 
Unlochs Uiuarded: 1 




Hjjjh Career Points: 37,100 

\Xf Unlochs Hiuarded: 1 


Career Points 40,200 
Unlochs Uiuarded: 1 



Career Points: 43,300 
Unlochs Huiarded: 1 



Career Points 46,900 
Unlochs Hmarded: 1 


Career Points 60,600 
Unlochs hiuarded: 1 


I M 

I™ — 4IH 

I 


Career Points 54,100 


1 Brigadier General 1 

t . a.. L?iFilfTi( : lf5iiTl:iT , T^ ~ ~~fi 

Career Points: 57700 
Unlochs Hmarded: 1 

4 

r Career Points: N/H 

1 Unlochs Hmarded 0 


Career Points: N/H 
iM&r Unlochs Hmarded: 0 


Supreme Commander* 


Career Points: N/H 



* The Maior General. Lieutenant General, and Supreme Commander ranhings are reserved for the top 200 players urith the 
most career points. But only the player uiith the highest score is eligible for the Supreme Commander ranhing. 






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copying or downloading expressly prohibited. 


APPiNUlX is: 4WARIIS 

* fill aiuards are subject ro change. 






In (mound: 30 Hills in on aircraft 
Global Criteria 1:100 hours in an aircraft 
Global Criteria 2: 8,000 hills uiith aircraft 

Global Criteria 3: — 

Global Criteria 4: — 




In 0 Round: 25 hills in an armored vehicle 
Global Criteria 1 100 hours in armored vehicles 
Global Criteria 2: 8,000 hills uiith armored 
vehicles 

Global Criteria 3: — 

Global Criteria 4: — 








In 0 Round: 20 hills 
Global Criteria 1:100 control points 
captured 

Global Criteria 2:200 repair points 
Global Criteria 3: — 

Global Criteria 4: — 





In R Round: 1 Distinguished Combat Efficlencq Pin 
Global Criteria 1: Bronze Badges: Support Service. 
Recon Service. Hssault Service. Engineer. Collectors. 
Pistol Commendation. Explosive Gallantrq 

Global Criteria 2: — 

Global Criteria 3: — Global Criteria 4 — 




S Global Criteria 1:150 hours played 
Global Criteria 2: 1.000 control point 

Global Criteria 1 400 control point defends 
Global Criteria 4: 5.000 teamuiorh score 




In 0 Round: 1 Explosive Efficiency Pin 
Global Criteria 180 hours in Conquest mode 
Global Criteria 2: 8.000 hills in Conquest mode 
Global Criteria 3: 25 best hill streah in 
Conquest mode 
Global Criteria 4: — 






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copying or downloading expressly prohibited. 


In D Round: I Distinguished Combat' Efficiency Pin 
.Global Criteria 1: Silver Bodges: Support Sendee, Recon 
Service. Assault Service.Engineer. Collectors. Pistol 
Commendation, Explosive Gollontni 

Global Criteria 2: — 

iGlobal Criteria 3: — Global Criteria 4:— 



rk 


fry 






QJ 





Protected by copyright. Unauthorized or unlawful 
copying or downloading expressly prohibited. 


* in Conquest mode “in titan mode 




Experience: 20 

In 0 Round [IRR] Criteria: 

3 minutes in air defense 


Global Criteria 1: — 


W| Experience: 20 

®|lnfl Round [IRR] Criteria: 
IS minutes in aircraft 


Global Criteria 1: — 
Global Criteria 2: — 


Global Criteria 1: — 
Global Criteria 2: — 


Experience: 20 

I In R Round [IRR] Criteria: 
_|l 12 bills as assault 


Global Criteria 1: — 
Global Criteria 2: — 


j | Experience: 40 

In fl Round [IRR] Criteria: 
7 Hnife hills 


Global Criteria 1: — 
Global Criteria 2: — 




| Experiencx 500 

In R Round [IRR] Criteria: 
IS air defense hills 


Global Criteria 1: 20 hours in air defense 





| Experience 500 

| In R Round [IRR] Criteria: 
15 hills in aircraft 

Gl al Criteria 1: 25 hours in aircraft 

al Criteria 2: — 



Armor Service Badge [Silver] 


^Experience 20 

In R Round [IRR] Criteria: 

15 minutes in armored vehicle 


Experience: 500 

In R Round [IRR] Criteria: 

15 hills in armored vehicle 

Global Criteria 25 hours in armored vehicle 

I Criteria 2: — 




jl Experience: 500 

□ In fl Round [IRR] Criteria: 
I 20 hills as assault 


Global Criteria 1: 15 hours os assault 


Global Criteria 2: — 



| Experience: 500 

1 In fl Round [IRR] Criteria: 
10 hnife hills 

I Criteria] 50 hnife hills 

I ini Criteria 2: — 




| Experience: 1.000 

In R Round [IRR] Criteria: 

30 air defense hills 
iriterial: 50 hours in air defense 




I Experience: 1000 

In R Round [IRR] Criteria: 
35 hills in aircraft 

Global Criteria 1: 50 hours in aircraft 

G obal Criteria 2 : — 



I ‘fl Experience: 1000 

In R Round [IRR] Criteria: 

35 hills in armored vehicle 

Global Criteria I 50 hours in armored vehicle 

|lobal Criteria 2: — 






I ^ii Experience: 1,000 


| In fl Round [IRR] Criteria: 
30 hills as assault 

Gl Criteria!: 50 hours as assault 

Global Criteria 2: — 



Criteria!: 100 hnife 
Elobal Criteria t — 





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copying or downloading expressly prohibited. 


Global Cril^enal: 
Global Criteria!!: 


Experience: 1.000 
In 0 Round [IHR] Criteria: 

llPlB J 15 repair points 
al Criteria 1 60 hours using repair tool 
I Criteria 2: 200 repair points 


Experience: 20 

In H Round [IRR] Criteria: 
0 heal points 







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copying or downloading expressly prohibited. 



lobal Criteria 1: GO hours using med hub 
Criteria 2 400 heal points 




... 1.000 

I In fl Round [IRR] Criteria: 
I | 18 hills uiifl) a pistol 
300 hills with a pistol 





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copying or downloading expressly prohibited. 





ral Criteria!: 30 hours in Titan mode 

Global Criteria 2 — 


Global Criteria 1: 60 hours in Titan mode 

Global Criteria 2 — 

■■ 


Global Criteria!: — 
Global Criteria 2: — 



ria 10 destroyed Titan components 

Global Criteria 2: — 



Experience 1.000 
1 In R Round [IHR] Criteria: 

3 Titan components destroyed, 
including reactor core 

Global Criteria 1: 40 destroyed Titan components 

Global Criteria 2 — 








Criteria 1 IHR: 15 Titan air Criteria 3: — 

drops from air transport criteria 4’ — 
2 : Global: 25 hours 
os air transport pilot 



Criteria ' IHR: 5 minutes Criteria 2: IRR: 15 hills uiith 
in air defense [Rfl turret, air defense 
Titan] Criteria 3: — 

Criteria 4: — 



Experience: 30 

iteria IRR: 10 minutes in Criteria 3: — 

gunship or air transport criteria 4- — 
IRR: 20 hills in 
gunship or air transport 



Criteria IRR: 20 minutes in Criteria 3: — 

an armored vehicle criteria 4: — 

IRR: 20 hills in an 
armored vehicle 



Criteria] IRR: 20 minutes as Criteria 3: Global: 80 hours 
commander as commander 

IRR: 40 commander Criteria 4: — 
points [before 2x] 



Experience 


Criteria 1: IRR: 10 road hills Criteria 3: — 
i teria 2: Global: 10 hours in Criteria 4: — 

a ground vehicle 




f Distinguished Unit Service Ribbon 


Experience: 500 

nreria 1: IRR:15 teamiuorh 

Criteria 3: Global: 10 hours 

points 

as squad leader 

Criteria 2: Global: 10 hours 

Criteria 4: Global: 10 hours 

as squad member 

os commander 


European Duty Ribbon 




Experience: 


Criteria Played all Criteria 3:— 

European maps Crileria 4' — 

2: Global: 120 hours 
as EU 


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copying or downloading expressly prohibited. 



riteria 1:10 bills [no Criteria 2: Global: 50 hours 
team hills/damage/vehicle played 
damage] criteria 3:— 

Criteria 4: — 


Ground Base Defense Ribbon 


I Experience: 500 

Criteria — Criteria 3: — 

Criteria 2: Global: 200 bills in Criteria 4: — 
ground defense 



Criteria 1:1: 10 seconds in Criteria?. — 

a parachute Criteria 4: — 

Criteria — 


Infantry Officer Ribbon 


I jsj CT3 | Experience: 5 

Criteria JOB: 20 minutes as Criteria?. — 

squad leader Criteria 4 — 

i 2: Global: 40 hours 
as squad leader 


[ Legion of Merit Ribbon 

Ull II 

1:10 bills 

Criteria 2: Global: 120 hour 
played 

| Experience: 2.000 

Criteria 3: Global: 10 best 
s billstreab 
Criteria 4: Global: 8 morst 
death streah 


,[C7 

mi 

| ^ | 

| Experience: 50 

Criteria 1:1: 20 bills 
Criteria 2: Global: 10 best 
billstreab 

Criteria 3: — 
Criteria 4: — 


BQQIIJ go 


Experience: 500 

riteria 1:18 minutes in Criteria 3: Global: 20 hours 
a squad in a squad 

IRR: 40 team Criteria 4: — 

points 


Jft 


Criteria!: Played all Asian Criteria 3:— 
maps Criteria 4: — 

1 2: Global: 120 hours 
as PRC 


Titan Rerial Defense Ribbon 

m— 3 

Experience: 50 

1:15 bills anti- 
aircraft bills from Titan 
Global: 10 hours in 
Titan HA guns 

Criteria 3:— 
Criteria 4: — 



u 



BgTa 

Experience: 500 

Criteria 3:— 
Criteria 4: — 

Criteria T:— 
riteria 2: Global: 25 
hours as commander in 
Titan mode 



QsH 

Criteria IHR: 55 teamuiorb 
points 

2: Global: 25 hours 
as squad member 

| Experience: 2.000 

Criteria 3: Global: 50 hours 
as squad leader 

Criteria 4: — 











* Must be within the enemii Titan r a bins when the core starts to explobe. 




-75 


pnmagamcs.com 









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* X. ! 



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Unauthi 

Drized or unlawfu 

opying or downloai 

'fib' 

* A 1 
• **?,■ % 


ressly prohibited 

P S 







ART GALLERY 







Rich Briggs and Brent Dadij from ER; Gustav Enehull from ER International; and 
the ER/DICE Test Team, Nathan Claij, and Colin Clarke from DICE for all their 
help in the creation of this guide. He'd also lihe to thanh Sean Sfalzer, Rndrem 
Ibijss" Sfouppe, Paul ”flnubis“ Hrivokucha, and the rest of the Syndicate 
guild for their cooperation and valuable input. 


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copying or downloading expressly prohibited.